List of Contributors |
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Volume Introduction xv |
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Part I Introduction And Foundations |
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1 Cyberpsychology Research Methods 3 |
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3 Impression Management And Self-Presentation Online 35 |
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4 Personality And Internet Use: The Case Of Introversion And Extroversion 57 |
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Part II Technology Across The Lifespan |
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5 Adolescent And Emerging Adult Perception And Participation In Problematic And Risky Online Behavior 77 |
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6 The Myth Of The Digital Native And What It Means For Higher Education 98 |
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7 Technology Interference In Couple And Family Relationships 115 |
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8 Older Adults And Digital Technologies 133 |
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Part III Interaction And Interactivity |
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9 Textese: Language In The Online World 151 |
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10 Cultural Considerations On Online Interactions 173 |
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11 Online Romantic Relationships 195 |
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12 The Social Consequences Of Online Interaction 216 |
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Part IV Groups And Communities |
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13 Online Support Communities 241 |
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14 Digital Inclusion For People With An Intellectual Disability 261 |
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15 The Psychology Of Online Lurking 285 |
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16 Conceptualizing Online Groups As Multidimensional Networks 306 |
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Part V Social Media |
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17 Uses And Gratifications Of Social Media: Who Uses It And Why? 331 |
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18 Image Sharing On Social Networking Sites: Who, What, Why, And So What? 349 |
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19 Social Media And Cyberactivism 370 |
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20 Socially Connecting Through Blogs And Vlogs: A Social Connections Approach To Blogging And Vlogging Motivation 394 |
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21 Positive Aspects Of Social Media 413 |
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Part VI Health And Technology |
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22 Managing Your Health Online: Issues In The Selection, Curation, And Sharing Of Digital Health Information 435 |
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23 A Psychological Overview Of Gaming Disorder 451 |
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24 Mourning And Memorialization On Social Media 467 |
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25 The Therapeutic And Health Benefits Of Playing Video Games 485 |
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Part VII Gaming |
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26 Video Games And Behavior Change |
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27 Game Transfer Phenomena: Origin, Development, And Contributions To The Video Game Research Field 532 |
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Angelica B. Ortiz De Gortari |
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28 Psychosocial Effects Of Gaming 557 |
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29 Enacting Immorality Within Gamespace: Where Should We Draw The Line, And Why? 588 |
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30 Gaming Classifications And Player Demographics 609 |
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Part VIII Cybercrime And Cybersecurity |
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31 The Rise Of Cybercrime 627 |
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32 Policing Cybercrime Through Law Enforcement And Industry Mechanisms 645 |
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33 Cybercrime And You: How Criminals Attack And The Human Factors That They Seek To Exploit 663 |
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34 The Group Element Of Cybercrime: Types, Dynamics, And Criminal Operations 691 |
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Index 717 |
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