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Computers in Human Behavior, Volume 80
Volume 80, March 2018
- Anastasia Kononova, Anna R. McAlister, Hyun Jung Oh:
Screen overload: Pleasant multitasking with screen devices leads to the choice of healthful over less healthful snacks when compared with unpleasant multitasking. 1-11 - Xiaoman Zhao, Iccha Basnyat:
Online social support for "Danqin Mama": A case study of parenting discussion forum for unwed single mothers in China. 12-21 - Safdar Hussain, Wang Guangju, Rana Muhammad Sohail Jafar, Zahida Ilyas, Ghulam Mustafa, Yang Jianzhou:
Consumers' online information adoption behavior: Motives and antecedents of electronic word of mouth communications. 22-32 - Sigal Tifferet, Iris Vilnai-Yavetz:
Self-presentation in LinkedIn portraits: Common features, gender, and occupational differences. 33-48 - Jian Raymond Rui, Michael A. Stefanone:
That tagging was annoying: An extension of expectancy violation theory to impression management on social network sites. 49-58 - Moqian Tian, Ran Tao, Ya Zheng, Huimin Zhang, Guochun Yang, Qi Li, Xun Liu:
Internet gaming disorder in adolescents is linked to delay discounting but not probability discounting. 59-66 - Ronny Scherer, Jo Tondeur, Fazilat Siddiq, Evrim Baran:
The importance of attitudes toward technology for pre-service teachers' technological, pedagogical, and content knowledge: Comparing structural equation modeling approaches. 67-80 - Claudia Manzi, Sharon Coen, Camillo Regalia, Ana Maria Yévenes, Cristina Giuliani, Vivian L. Vignoles:
Being in the Social: A cross-cultural and cross-generational study on identity processes related to Facebook use. 81-87 - Arienne Ferchaud, Jenna Grzeslo, Stephanie Orme, Jared LaGroue:
Parasocial attributes and YouTube personalities: Exploring content trends across the most subscribed YouTube channels. 88-96 - Sabine Reich, Frank M. Schneider, Leonie Heling:
Zero Likes - Symbolic interactions and need satisfaction online. 97-102 - Rui-Ting Huang:
What motivates people to continuously post selfies? The moderating role of perceived relative advantage. 103-111 - Kenneth J. Houghton, Sri Siddhi N. Upadhyay, Celia M. Klin:
Punctuation in text messages may convey abruptness. Period. 112-121 - Raffaele Filieri, Charles F. Hofacker, Salma Alguezaui:
What makes information in online consumer reviews diagnostic over time? The role of review relevancy, factuality, currency, source credibility and ranking score. 122-131 - Veronika Konok, Beáta Korcsok, Ádám Miklósi, Márta Gácsi:
Should we love robots? - The most liked qualities of companion dogs and how they can be implemented in social robots. 132-142 - Jaime Ortiz, Wen-Hai Chih, Faa-Shyan Tsai:
Information privacy, consumer alienation, and lurking behavior in social networking sites. 143-157 - Richard L. Lamb, Leonard A. Annetta, Jonah B. Firestone, Elisabeth Etopio:
A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations. 158-167 - Youngsoo Shin, Jinwoo Kim:
Data-centered persuasion: Nudging user's prosocial behavior and designing social innovation. 168-178 - Jorge Javier Maldonado Mahauad, Mar Pérez-Sanagustín, René F. Kizilcec, Nicolás Morales, Jorge Munoz-Gama:
Mining theory-based patterns from Big data: Identifying self-regulated learning strategies in Massive Open Online Courses. 179-196 - Jared M. Hansen, George Saridakis, Vladlena Benson:
Risk, trust, and the interaction of perceived ease of use and behavioral control in predicting consumers' use of social media for transactions. 197-206 - Romilla Syed, Maryam Rahafrooz, Jeffrey M. Keisler:
What it takes to get retweeted: An analysis of software vulnerability messages. 207-215 - Tobias Greitemeyer:
The spreading impact of playing violent video games on aggression. 216-219 - Rajibul Hasan, Ashish Kumar Jha, Yi Liu:
Excessive use of online video streaming services: Impact of recommender system use, psychological factors, and motives. 220-228 - H. J. François Dengah II, Jeffrey G. Snodgrass, Robert J. Else, Evan R. Polzer:
The social networks and distinctive experiences of intensively involved online gamers: A novel mixed methods approach. 229-242 - Soyeon Kim, Jay Kandampully, Anil Bilgihan:
The influence of eWOM communications: An application of online social network framework. 243-254 - Margot Peeters, Ina M. Koning, Regina J. J. M. van den Eijnden:
Predicting Internet Gaming Disorder symptoms in young adolescents: A one-year follow-up study. 255-261 - William Ash-Houchen, Celia C. Lo:
Intersections of gender and sexual minority status: Co-occurring bullying victimization among adolescents. 262-270 - Pantea Foroudi, Suraksha Gupta, Uthayasankar Sivarajah, Amanda Broderick:
Investigating the effects of smart technology on customer dynamics and customer experience. 271-282 - Matthew Barr:
Student attitudes to games-based skills development: Learning from video games in higher education. 283-294 - S. Mo Jang, Joon K. Kim:
Third person effects of fake news: Fake news regulation and media literacy interventions. 295-302 - Brandon T. McDaniel, Adam M. Galovan, Jaclyn D. Cravens, Michelle Drouin:
"Technoference" and implications for mothers' and fathers' couple and coparenting relationship quality. 303-313 - Kee-Young Kwahk, Do-Hyung Park:
Leveraging your knowledge to my performance: The impact of transactive memory capability on job performance in a social media environment. 314-330 - Hadziq Fabroyir, Wei-Chung Teng:
Navigation in virtual environments using head-mounted displays: Allocentric vs. egocentric behaviors. 331-343 - Joseph Macey, Juho Hamari:
Investigating relationships between video gaming, spectating esports, and gambling. 344-353 - Tiphaine Colliot, Éric Jamet:
How does adding versus self-generating a hierarchical outline while learning from a multimedia document influence students' performances? 354-361 - Shan Xu, Prabu David:
Distortions in time perceptions during task switching. 362-369 - Lei Han, Fengqiang Gao, Xiao Hou, Dianzhao Xie, Min Jou, Chun-Chiang Huang:
Do covered nude photographs in the internet induce sexual cognition - A study of event-related potential. 370-378 - Chang-Hyun Jin:
Self-concepts in cyber censorship awareness and privacy risk perceptions: What do cyber asylum-seekers have? 379-389 - Jung-Hyun Kim:
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. 390-398 - Anna Felnhofer, Johanna Xenia Kafka, Helmut Hlavacs, Leon Beutl, Ilse Kryspin-Exner, Oswald D. Kothgassner:
Meeting others virtually in a day-to-day setting: Investigating social avoidance and prosocial behavior towards avatars and agents. 399-406
- Francisco José García-Peñalvo, António José Mendes:
Exploring the computational thinking effects in pre-university education. 407-411 - Xabier Basogain, Miguel Ángel Olabe, Juan Carlos Olabe, Mauricio Javier Rico:
Computational Thinking in pre-university Blended Learning classrooms. 412-419 - Pablo Martín-Ramos, Maria João Lopes, M. Margarida Lima da Silva, Pedro Gomes, Pedro S. Pereira da Silva, José P. P. Domingues, Manuela Ramos Silva:
Reprint of 'First exposure to Arduino through peer-coaching: Impact on students' attitudes towards programming'. 420-427 - Pablo Molins-Ruano, Carlos González-Sacristán, Carlos García-Saura:
Phogo: A low cost, free and "maker" revisit to Logo. 428-440 - Marcos Román-González, Juan-Carlos Pérez-González, Jesús Moreno-León, Gregorio Robles:
Extending the nomological network of computational thinking with non-cognitive factors. 441-459 - Camino Fernández Llamas, Miguel Ángel Conde González, Francisco J. Rodríguez-Lera, Francisco Jesús Rodríguez-Sedano, Francisco J. García-Peñalvo:
May I teach you? Students' behavior when lectured by robotic vs. human teachers. 460-469 - Maria José Marcelino, Teresa Pessoa, Celeste Vieira, Tatiana Salvador, António José Mendes:
Learning Computational Thinking and scratch at distance. 470-477
- Dana Ruggiero, Laura Green:
Corrigendum to "Problem solving through digital game design: A quantitative content analysis" [Computers in Human Behavior 73 (2017) 28-37]. 478-479 - Dana Ruggiero:
Corrigendum to "The effect of a persuasive social impact game on affective learning and attitude" [Computers in Human Behavior 45 (2015) 213-221]. 480 - Dana Ruggiero:
Corrigendum to "Big fish: Prestige and admiration in game studies scholarship" [Computers in Human Behavior 56 (2016) 330-336]. 481
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