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                             47 gevonden resultaten
nr titel auteur tijdschrift jaar jaarg. afl. pagina('s) type
1 A brief measure of problematic smartphone use among high school students: Psychometric assessment using item response theory Donaldson, Scott I.

3 C p.
artikel
2 A content analysis of YouTube depression personal account videos and their comments Gaus, Quintin

3 C p.
artikel
3 A cross-cultural study to explore the differential impacts of online social capital on psychosocial outcomes Selim, Heyla A

3 C p.
artikel
4 A daily-diary study on the effects of face-to-face communication, texting, and their interplay on understanding and relationship satisfaction Pollmann, Monique M.H.

3 C p.
artikel
5 Adaption and psychometric evaluation of the Presentation of Online Self Scale in adults Strimbu, N.

3 C p.
artikel
6 Adults’ perspectives on smartphone usage and dependency in Australia Linden, Tanya

3 C p.
artikel
7 Are gender differences in the Big Five the same on social media as offline? Bunker, Cameron J.

3 C p.
artikel
8 Are the negative effects of social networking a privilege of the rich? Social network usage and life satisfaction across European countries O’Leary, Daragh

3 C p.
artikel
9 Beyond hours of video gameplay: Connections between verbal aggressiveness, genre preference, and technology used Howe, William T.

3 C p.
artikel
10 Can you escape the virtual room? A novel paradigm to assess avoidance behaviour Dibbets, Pauline

3 C p.
artikel
11 Changing consumer behaviour in virtual reality: A systematic literature review Taufik, Danny

3 C p.
artikel
12 Development and validation of the Perceived Online Racism Scale short form (15 items) and very brief (six items) Keum, Brian TaeHyuk

3 C p.
artikel
13 Development and validation of the TAR Scale: A measure of technology-facilitated abuse in relationships Brown, Cynthia

3 C p.
artikel
14 Differential identity components predict dimensions of problematic facebook use Albery, Ian P.

3 C p.
artikel
15 Digital nudging with recommender systems: Survey and future directions Jesse, Mathias

3 C p.
artikel
16 Does social media use confer suicide risk? A systematic review of the evidence Macrynikola, Natalia

3 C p.
artikel
17 Do game transfer phenomena lead to flow? An investigation of in-game and out-game immersion among MOBA gamers Gutierrez, Jan Patrick

3 C p.
artikel
18 Editorial Board
3 C p.
artikel
19 Exploring the “socialness” of social media Kaye, Linda K.

3 C p.
artikel
20 Feasibility of school students Skyping care home residents to reduce loneliness Zamir, Sonam

3 C p.
artikel
21 How people perceive different types of social media screening and their behavioral intention to pursue employment Bowen, Chieh-Chen

3 C p.
artikel
22 Humans are perceived as better, but weaker, than artificial intelligence: A comparison of affective impressions of humans, AIs, and computer systems in roles on teams Shank, Daniel B.

3 C p.
artikel
23 Increased videoconferencing after COVID-19 stay-at-home orders increased depression and anxiety but did not impact appearance satisfaction or binge eating Gullo, Nathalie

3 C p.
artikel
24 Individual differences in media multitasking ability: The importance of cognitive flexibility Seddon, Alexandra L.

3 C p.
artikel
25 Leveraging learning with gamification: An experimental case study with bank managers Cechella, Felipe

3 C p.
artikel
26 Meeting by text or video-chat: Effects on confidence and performance Oviedo, Vanessa Y.

3 C p.
artikel
27 Moving beyond DSM5 and ICD11: Acoustic analysis for psychological stress on daily-wage workers in India during COVID19 Agarwal, Ajay

3 C p.
artikel
28 Needs-oriented communication results in positive attitudes towards robotic technologies among blue-collar workers perceiving low job demands Hampel, Nora

3 C p.
artikel
29 New techniques to measure lie detection using COVID-19 fake news and the Multivariable Multiaxial Suggestibility Inventory-2 (MMSI-2) Escolà-Gascón, Álex

3 C p.
artikel
30 Online health consumer behaviour: What informs user decisions on information quality? Afful-Dadzie, Eric

3 C p.
artikel
31 Positioning game review as a crucial element of game user feedback in the ongoing development of independent video games Tong, Xinge

3 C p.
artikel
32 Realism of the face lies in skin and eyes: Evidence from virtual and human agents Vaitonytė, Julija

3 C p.
artikel
33 Smartphone connectivity stress across generations: Validation of a brief scale for adolescents and adults Clark, Cherie A.

3 C p.
artikel
34 Social media use, social anxiety, and loneliness: A systematic review O’Day, Emily B.

3 C p.
artikel
35 Social network sites as a means to support personal social capital and well-being in older age: An association study Simons, Marianne

3 C p.
artikel
36 The accuracy and validity of self-reported social media use measures among adolescents Verbeij, Tim

3 C p.
artikel
37 The (digital) medium of mobility is the message: Examining the influence of e-scooter mobile app perceptions on e-scooter use intent Ratan, Rabindra

3 C p.
artikel
38 The dual nature of escapism in video gaming: A meta-analytic approach Hussain, Umer

3 C p.
artikel
39 The effect of the segmentation of video tutorials on User’s training experience and performance Lamontagne, Charles

3 C p.
artikel
40 The impact of social networking sites use on health-related outcomes among UK adolescents Serenko, Alexander

3 C p.
artikel
41 The portrayal of online shaming in contemporary online news media: A media framing analysis Muir, Shannon R.

3 C p.
artikel
42 Threaten me softly: A review of potential dating app risks Phan, Anh

3 C p.
artikel
43 Tuned in on senders’ self-revelation: Emojis and emotional intelligence influence interpretation of WhatsApp messages Völker, Juliane

3 C p.
artikel
44 Tweet valence, volume of abuse, and observers’ dark tetrad personality factors influence victim-blaming and the perceived severity of twitter cyberabuse Hand, Christopher J.

3 C p.
artikel
45 Unpacking the uses and gratifications of Facebook: A study among college teachers in India Menon, Devadas

3 C p.
artikel
46 Using the Kano model to analyze the user interface needs of middle-aged and older adults in mobile reading Ho, Hsin-Hung

3 C p.
artikel
47 What makes a circuit likeable and how different input devices can influence the perception of tracks in racing games Galdieri, Riccardo

3 C p.
artikel
                             47 gevonden resultaten
 
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