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Computers in Human Behavior (CHB) - Volume 104 论文列表

本期论文列表
Editorial Board

Publisher's note

A systematic review and meta-analysis of user acceptance of consumer-oriented health information technologies

Analysis of the efficacy and reliability of the Moodies app for detecting emotions through speech: Does it actually work?

Decision-making process underlying bystanders’ helping cyberbullying victims: A behavioral economic analysis of role of social discounting

The fear of missing out at work: Examining costs and benefits to employee health and motivation

Self-disclosure on social media: The role of perceived network responsiveness

Human-Computer Interaction based Joint Attention cues: Implications on functional and physiological measures for children with autism spectrum disorder

Text and you might miss it? Snap and you might remember? Exploring “Google effects on memory” and cognitive self-esteem in the context of Snapchat and text messaging

The privacy calculus contextualized: The influence of affordances

Similarities and differences between genders in the usage of computer with different levels of technological complexity

Investigating the nature of children's altruism using a social humanoid robot

Multitasking as multisensory behavior: Revisiting media multitasking in the perspective of media ecology theory

Who needs social networking? An empirical enquiry into the capability of Facebook to meet human needs and satisfaction with life

Issues, involvement, and influence: Effects of selective exposure and sharing on polarization and participation

Role of gamers’ communicative ecology on game community involvement and self-identification of gamer

I love my selfie! An investigation of overt and covert narcissism to understand selfie-posting behaviors within three geographic communities

Does time spent using social media impact mental health?: An eight year longitudinal study

Do you filter who you are?: Excessive self-presentation, social cues, and user evaluations of Instagram selfies

The impacts of real competition and virtual competition in digital game-based learning

How do adolescents cope with cyberhate? Psychometric properties and socio-demographic differences of a coping with cyberhate scale

Assessing long-term user experience on a mobile health application through an in-app embedded conversation-based questionnaire

Violent video game play, gender, and trait aggression influence subjective fighting ability, perceptions of men's toughness, and anger facial recognition

The association of the availability of offline gay scenes and national tolerance of homosexuality with gay and bisexual men's sexual online dating behavior

The use of information and communication technologies by older people with cognitive impairments: from barriers to benefits

Narcissism, interactivity, community, and online revenge behavior: The moderating role of social presence among Jordanian consumers

Raising Readers with Ready To Learn: A six-year follow-up to an early educational computer game intervention

Longitudinal playing trends among daily fantasy sports players

The impact of media situation on people's memory effect -- an ERP study

Cognitive, social, emotional, and subjective health benefits of computer use in adults: A 9-year longitudinal study from the Midlife in the United States (MIDUS)

The role of identification in soliciting social support in online communities

Employees’ behavioural intention to smartphone security: A gender-based, cross-national study

Adolescents’ online social network use and life satisfaction: A latent growth curve modeling approach

Is the message the medium? How politicians’ Twitter blunders affect perceived authenticity of Twitter communication

Dialogic communication on social media: How organizations use Twitter to build dialogic relationships with their publics

Testing the feasibility of a media multitasking self-regulation intervention for students: Behaviour change, attention, and self-perception

Investigating American and Chinese Subjects’ explicit and implicit perceptions of AI-Generated artistic work

Violent video game exposure and (Cyber)bullying perpetration among Chinese youth: The moderating role of trait aggression and moral identity

Motivations and passions in m-Facebook use

Understanding the determinants of digital distraction: An automatic thinking behavior perspective

Online Hate Does Not Stay Online – How Implicit and Explicit Attitudes Mediate the Effect of Civil Negativity and Hate in User Comments on Prosocial Behavior

Cyber-aggression and psychological aggression in adolescent couples: A short-term longitudinal study on prevalence and common and differential predictors.

Technology-enhanced learning in higher education: A bibliometric analysis with latent semantic approach

MoodleREC: A recommendation system for creating courses using the moodle e-learning platform

Predicting academic performance of students from VLE big data using deep learning models

Collaboration in the 21st century: The theory, assessment, and teaching of collaborative problem solving

The assessment of collaborative problem solving in PISA 2015: Can computer agents replace humans?

Negotiation as an interpersonal skill: Generalizability of negotiation outcomes and tactics across contexts at the individual and collective levels

Gamified performance assessment of collaborative problem solving skills

Exploring social and cognitive dimensions of collaborative problem solving in an open online simulation-based task

Monitoring patterns of social and cognitive student behaviors in online collaborative problem solving assessments

Assessing individual contributions to Collaborative Problem Solving: A network analysis approach

Fostering collaborative problem solving skills in science: The Animalia project

Evaluation of an intelligent team tutoring system for a collaborative two-person problem: Surveillance

Some critical reflections on the special issue: Collaboration in the 21st century: The theory, assessment, and teaching of collaborative problem solving

Corrigendum to “Human agency beliefs affect interaction behaviours and task performance when learning with computerised partners.” [Computers in Human Behavior 101 60–67]