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Computers in Human Behavior
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#1Elizabeth M. Clancy (Deakin University)H-Index: 3
#2Bianca Klettke (Deakin University)H-Index: 8
Last. John W. Toumbourou (Deakin University)H-Index: 47
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Abstract This study investigated sext dissemination in a large convenience sample of young adults (N = 691, M age = 22.4, SD = 3.2, 53% female). Participants who disseminated sexts (17.4%) were more likely sexually active, and from a younger age, had requested sexts, received disseminated sexts, and reported higher dark triad trait levels. Images were usually received from a different gender and disseminated to the same gender. Men and women were equally likely to disseminate sexts, mainly to th...
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#1Sann Ryu (UIUC: University of Illinois at Urbana–Champaign)
#2Yun-na Park (Hanyang University)
Abstract While the practice of sending out location-based advertising (LBA) messages via smart devices is increasingly popular, relatively little is known about how consumers cope with such personalized advertising messages and the disclosure of their personal information. Applying the persuasion knowledge model (PKM), we propose that consumers form attitudes and behavioral intentions based on their persuasion knowledge and their understanding of how LBA works, which affect their assessment of i...
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#1M.R. Dias da Silva (Tilburg University)
#2Marie Postma (Tilburg University)H-Index: 1
Abstract Mind wandering is a state in which an individual’s attention is decoupled from the task at hand. Mind wandering affects performance in many tasks requiring focused attention, including online learning. Previous studies have focused primarily on investigating mind wandering in contexts which are conducive to mind wandering, that is, for highly repetitive and monotonous tasks or during tasks with very low attentional demands. However, mind wandering also occurs during highly engaging and ...
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#1Jie Chi Yang (NCU: National Central University)
#2Sherry Y. Chen (NCU: National Central University)H-Index: 34
Abstract Digital game-based learning (DGBL) includes various features. On the other hand, diversities exist among learners. Accordingly, each learner may appreciate different game features. Thus, there is a need to examine how individual differences affect learners' reactions to DGBL. Among various individual differences, the levels of gaming experience, which are associated with playing skills, have important effects. Thus, this study developed a Massively Multiplayer Online Role-Playing Game (...
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#1Philip H. Winne (SFU: Simon Fraser University)H-Index: 50
Abstract This article analyzes the concept of validity to set out key factors bearing on claims about validity in general and particularly regarding learning analytics. Because uses of trace data in learning analytics are increasing rapidly, specific consideration is given to reliability of trace data and their role in claiming validity for interpretations grounded on trace data. This analysis reveals the essential and inescapable role of theory in deciding what trace data should be gathered and...
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#1Young Anna Argyris (MSU: Michigan State University)H-Index: 3
#2Zuhui Wang (SBU: Stony Brook University)
Last. Zhaozheng Yin (SBU: Stony Brook University)
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Abstract Influencers are non-celebrity individuals who gain popularity on social media by posting visually attractive content (e.g., photos and videos) and by interacting with other users (i.e., Followers) to create a sense of authenticity and friendship. Brands partner with Influencers to garner engagement from their target consumers in a new marketing strategy known as “Influencer marketing.” Nonetheless, the theoretical underpinnings of such remains unknown. We suggest a new conceptual framew...
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#1Yong-Ming Huang (STUST: Southern Taiwan University of Science and Technology)H-Index: 10
Abstract Social mindtools are cloud-based and visual thinking-oriented tools capable of facilitating synchronous collaboration. Such services have been widely applied to enhancing students' collaborative learning. However, students' continuance intention to use these services has received little scholarly attention. To remedy this limitation, we employed a social mindtool to support participants' collaborative learning regarding game design, and developed a research model as a means to examine t...
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Abstract The aim of this study is to evaluate how young children use and interact with mobile applications by observing the reactions and behaviour of four-year-old children while interacting with fifteen educational apps. A multimodal non-intrusive research procedure was applied to twelve participants in a kindergarten in Brazil. Structured observations and qualitative fieldnotes were employed to assess game understanding and achievement, emotions, level of involvement, private speech and speec...
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#1Lei Han (SDNU: Shandong Normal University)H-Index: 3
#2Rui Sun (ZJU: Zhejiang University)
Last. Min Jou (NTNU: National Taiwan Normal University)H-Index: 12
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Abstract To increase internet traffic, some online media try to attract attention by presenting pictures that cover the sexual organs of the body. However, compared with naked pictures, it remains unclear whether these covered pictures can evoke similar levels of sexual arousal in heterosexual young adults and category-specific patterns in men. To examine the above problems, this research divided female and male pictures into 4 types (fully dressed pictures, naked pictures, covered pictures and ...
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#1Craig S. Brinkman (UB: University at Buffalo)
#2Shira Gabriel (UB: University at Buffalo)H-Index: 18
Last. Elaine Paravati (UB: University at Buffalo)H-Index: 2
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Abstract Social media use is an increasingly prevalent part of modern life and allows for a wide variety of ways to engage with others. The current research examines how chronic social goal orientations relate to social media use and to individuals’ sense of connection with others while using social media. Utilizing social achievement goal theory, we hypothesized that social goal orientations would predict 1) the likelihood of engaging with a larger audience on social media, 2) whether social me...
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