53 results match your criteria Computers in Human Behavior [Journal]


Twitter-derived measures of sentiment towards minorities (2015-2016) and associations with low birth weight and preterm birth in the United States.

Comput Human Behav 2018 Dec 9;89:308-315. Epub 2018 Aug 9.

Department of Epidemiology and Biostatistics, University of Maryland School of Public Health, College Park, School of Public Health, United States.

Introduction: The objective of this study was to investigate the association between state-level publicly expressed sentiment towards racial and ethnic minorities and birth outcomes for mothers who gave birth in that state.

Methods: We utilized Twitter's Streaming Application Programming Interface (API) to collect 1,249,653 tweets containing at least one relevant keyword pertaining to a racial or ethnic minority group. State-level derived sentiment towards racial and ethnic minorities were merged with data on all 2015 U. Read More

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http://dx.doi.org/10.1016/j.chb.2018.08.010DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6432619PMC
December 2018
1 Read

Virtual prognostication: When virtual alcohol choices predict change in alcohol consumption over 6-months.

Comput Human Behav 2019 Jan 13;90:388-396. Epub 2018 Aug 13.

Annenberg School for Communication and Journalism, University of Southern California, Los Angeles, CA, 90007.

Narrative games, in which users interact with virtual agents, are increasingly being used in health interventions to change targeted behaviors. In virtual social interactions, based on similar real-life contextual cues, past behavior can predict virtual choices. Here, based on theories in learning and interactivity, we examined the whether following a virtual intervention, choices in social interactions may be particularly diagnostic of future behavior changes. Read More

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http://dx.doi.org/10.1016/j.chb.2018.08.025DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6428448PMC
January 2019

MTurk Participants Have Substantially Lower Evaluative Subjective Well-Being Than Other Survey Participants.

Comput Human Behav 2019 May 4;94:1-8. Epub 2019 Jan 4.

Dornsife Center for Self-Report Science, University of Southern California, 635 Downey WayLos Angeles, CA 90089, United States.

Amazon's MTurk platform has become a popular site for obtaining relatively inexpensive and convenient adult samples for use in behavioral research. Concerns have been raised about selection issues, because MTurk workers chose to participate in the platform and select the tasks they perform (of many offered to them). Prior studies have documented demographic and psychological differences with national samples. Read More

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http://dx.doi.org/10.1016/j.chb.2018.12.042DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6417833PMC

Understanding the relationship between Facebook use and adaptation to financial hardship: Evidence from a longitudinal panel study.

Comput Human Behav 2018 Dec;89:221-229

Leibniz-Institut für Wissensmedien, Tübingen, Germany.

Prior longitudinal studies on the effects of Facebook use on well-being often found no or only small effects. One reason could be that well-being indicators are often remarkably stable over time. In the present study, we looked therefore at people who experienced financial hardship, a stressful life event, and examined whether Facebook users differed from non-users in how they reacted and adapted to the life event over time and which role social support played in this process. Read More

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http://dx.doi.org/10.1016/j.chb.2018.08.021DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6199239PMC
December 2018
1 Read

Technology and interactive social media use among 8th and 10th graders in the U.S. and associations with homework and school grades.

Comput Human Behav 2018 Sep 14;86:34-44. Epub 2018 Apr 14.

Institute for Social Research, University of Michigan, Ann Arbor.

This study examined differences by age, gender, and race/ethnicity in the use of technology and interactive social media from 2013-2016 using data from nationally-representative samples of U.S. 8th and 10th graders (=40,389). Read More

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http://dx.doi.org/10.1016/j.chb.2018.04.025DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6223659PMC
September 2018
19 Reads

What triggers envy on Social Network Sites? A comparison between shared experiential and material purchases.

Comput Human Behav 2018 Aug;85:271-281

Leibniz-Institut für Wissensmedien, Germany.

Social network users often see their online friends post about experiential purchases (such as traveling experiences) and material purchases (such as newly purchased gadgets). Three studies (total  = 798) were conducted to investigate which type of purchase triggers more envy on Social Network Sites (SNSs) and explored its underlying mechanism. We consistently found that experiential purchases triggered more envy than material purchases did. Read More

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http://dx.doi.org/10.1016/j.chb.2018.03.049DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5990704PMC
August 2018
1 Read

Gamers' insights into the phenomenology of normal gaming and game "addiction": A mixed methods study.

Comput Human Behav 2018 02 27;79:238-246. Epub 2017 Oct 27.

Johns Hopkins Bloomberg School of Public Health, USA.

In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the "gamer culture" describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game "addiction". Read More

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http://dx.doi.org/10.1016/j.chb.2017.10.029DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5810942PMC
February 2018
7 Reads

Examining Thematic Similarity, Difference, and Membership in Three Online Mental Health Communities from Reddit: A Text Mining and Visualization Approach.

Comput Human Behav 2018 Jan 6;78:98-112. Epub 2017 Sep 6.

Department of Biomedical Informatics and Medical Education, School of Medicine University of Washington Box SLU-BIME 358047, 850 Republican St, Building C, Seattle, WA 98109-4714, USA.

Objectives: Social media, including online health communities, have become popular platforms for individuals to discuss health challenges and exchange social support with others. These platforms can provide support for individuals who are concerned about social stigma and discrimination associated with their illness. Although mental health conditions can share similar symptoms and even co-occur, the extent to which discussion topics in online mental health communities are similar, different, or overlapping is unknown. Read More

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http://dx.doi.org/10.1016/j.chb.2017.09.001DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5810583PMC
January 2018
6 Reads

Identity, Victimization, and Support: Facebook Experiences and Mental Health Among LGBTQ Youth.

Comput Human Behav 2017 Nov 24;76:237-244. Epub 2017 Jul 24.

Department of Medical Social Sciences, Feinberg School of Medicine, Northwestern University, 625 N. Michigan Ave., Suite 1400, Chicago, IL, 60614.

The rise of social networking sites (SNSs) has created new contexts within which lesbian, gay, bisexual, transgender, and queer (LGBTQ) youth and young adults manage their social identities and relationships. On one hand, SNSs provide important social support; on the other, they comprise another realm for victimization and discrimination. Context collapse refers to the ways diverse subgroups (e. Read More

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http://dx.doi.org/10.1016/j.chb.2017.07.026DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5719498PMC
November 2017
9 Reads

The concurrent and longitudinal relationships between adolescents' use of social network sites and their social self-esteem.

Comput Human Behav 2017 Nov;76:35-41

Department of Clinical Child and Family Studies, Utrecht University, Heidelberglaan 1, 3584 CS Utrecht, The Netherlands.

The first aim of this study was to investigate the concurrent and longitudinal relationships between adolescents' use of social network sites (SNSs) and their social self-esteem. The second aim was to investigate whether the valence of the feedback that adolescents receive on SNSs can explain these relationships. We conducted a three-wave panel study among 852 pre- and early adolescents (10-15 years old). Read More

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http://dx.doi.org/10.1016/j.chb.2017.07.008DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5608942PMC
November 2017
18 Reads

Latent-level relations between PTSD symptom clusters and problematic smartphone use.

Comput Human Behav 2017 Jul 22;72:170-177. Epub 2017 Feb 22.

Department of Psychology and Psychiatry, University of Toledo, Toledo, OH, USA.

Common mental health consequences following the experience of potentially traumatic events include Posttraumatic Stress Disorder (PTSD) and addictive behaviors. Problematic smartphone use is a newer manifestation of addictive behaviors. People with anxiety severity (such as PTSD) may be at risk for problematic smartphone use as a means of coping with their symptoms. Read More

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https://linkinghub.elsevier.com/retrieve/pii/S07475632173013
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http://dx.doi.org/10.1016/j.chb.2017.02.051DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5630169PMC
July 2017
14 Reads

Online Social Support for Young People: Does It Recapitulate In-person Social Support; Can It Help?

Comput Human Behav 2017 Mar 8;68:456-464. Epub 2016 Dec 8.

Vanderbilt University.

As social media websites have grown in popularity, public concern about online victimization has grown as well; however, much less attention has focused on the possible beneficial effects of online social networks. If theory and research about in-person social networks pertain, then online social relationships may represent an important modern source of or vehicle for support. In a study of 231 undergraduates, three major findings emerged: (1) for people with weaker in-person social support, social media sites provide a source of social support that is less redundant of the social support they receive in person; (2) in ways that were not redundant of each other, both online and in-person social support were associated with lower levels of depression-related thoughts and feelings, and (3) the beneficial effects of online social support (like in-person social support) offset some of the adverse effects of peer victimization. Read More

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http://dx.doi.org/10.1016/j.chb.2016.11.058DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5630180PMC
March 2017
23 Reads

Sending and Receiving Text Messages with Sexual Content: Relations with Early Sexual Activity and Borderline Personality Features in Late Adolescence.

Comput Human Behav 2017 May 30;70:119-130. Epub 2016 Dec 30.

The University of Texas at Dallas.

This research examined adolescents' written text messages with sexual content to investigate how sexting relates to sexual activity and borderline personality features. Participants (N = 181, 85 girls) completed a measure of borderline personality features prior to 10 grade and were subsequently given smartphones configured to capture the content of their text messages. Four days of text messaging were micro-coded for content related to sex. Read More

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http://dx.doi.org/10.1016/j.chb.2016.12.082DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5560614PMC
May 2017
6 Reads

Self-disclosure on SNS: Do disclosure intimacy and narrativity influence interpersonal closeness and social attraction?

Comput Human Behav 2017 May;70:426-436

Leibniz-Institut für Wissensmedien, Germany.

On social media, users can easily share their feelings, thoughts, and experiences with the public, including people who they have no previous interaction with. Such information, though often embedded in a stream of others' news, may influence recipients' perception toward the discloser. We used a special design that enables a quasi-experience of SNS browsing, and examined if browsing other's posts in a news stream can create a feeling of familiarity and (even) closeness toward the discloser. Read More

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http://dx.doi.org/10.1016/j.chb.2017.01.012DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5348110PMC
May 2017
21 Reads

Do You Have Anything to Hide? Infidelity-Related Behaviors on Social Media Sites and Marital Satisfaction.

Comput Human Behav 2017 Jan 25;66:88-95. Epub 2016 Sep 25.

Texas Tech University.

Social media provides one route to behaviors that may be potentially harmful to romantic relationships, such as communicating with alternative partners, which can sometimes create relationship conflict, breakups, or divorce. Limited empirical evidence exists concerning social media infidelity-related behaviors and marital relationships. This study examined whether married/cohabiting individuals are using social media sites to engage in online infidelity-related behaviors and to what extent this related to relationship satisfaction, ambivalence, and relational attachment characteristics as reported by 338 married/cohabiting individuals from 176 families. Read More

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http://dx.doi.org/10.1016/j.chb.2016.09.031DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5400109PMC
January 2017
49 Reads

Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

Comput Human Behav 2017 03 1;68:472-479. Epub 2016 Dec 1.

Drs. Michelle Colder Carras, Tamar Mendelson, and Rashelle Musci are with the Department of Mental Health, Johns Hopkins Bloomberg School of Public Health in Baltimore, Maryland, USA; Drs. Antonius Van Rooij and Dike Van de Mheen are with IVO Addiction Research Institute in Rotterdam, The Netherlands and Erasmus MC, University Medical Center in Rotterdam, The Netherlands. Dr. Van Rooij is also with iMinds-MICT-Ghent University, Department of Communication Sciences in Belgium and Dr. Van de Mheen is with Maastricht University, Department of Health Promotion in Maastricht, The Netherlands. Dr. Qian-Li Xue is with the Department of Medicine, School of Medicine, Johns Hopkins University, Baltimore, Maryland and the Center on Aging and Health, Johns Hopkins Medical Institutions, Baltimore, Maryland.

Aims: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play.

Methods: We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Read More

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http://dx.doi.org/10.1016/j.chb.2016.11.060DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5330315PMC
March 2017
22 Reads

Digital media use in the 2 h before bedtime is associated with sleep variables in university students.

Comput Human Behav 2016 Feb 14;55(A):43-50. Epub 2015 Sep 14.

E.P. Bradley Hospital Sleep Research Laboratory, Providence, RI, USA; Department of Psychiatry and Human Behavior, Alpert Medical School of Brown University, Providence, RI, USA; Centre for Sleep Research, School of Psychology, Social Work and Social Policy, University of South Australia, Adelaide, South Australia.

Digital media use is widespread in University students, and use of digital media near bedtime has a broadly negative effect on sleep outcomes. Adequate and good quality sleep is important for physical and mental health, but few studies have rigorously measured both sleep and digital media use. In this study, we investigated whether self-reported sleep patterns were associated with digital media use in a first-year University student (N = 254, 48% male) population. Read More

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http://dx.doi.org/10.1016/j.chb.2015.08.049DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5279707PMC
February 2016
12 Reads

How social media influence college students' smoking attitudes and intentions.

Comput Human Behav 2016 Nov 6;64:173-182. Epub 2016 Jul 6.

School of Journalism and Mass Communication, University of Wisconsin-Madison, 5115 Vilas Communication Hall, 821 University Avenue, Madison, WI 53706, USA.

Building on the influence of presumed influence (IPI) model, this study examines how smoking- related messages on social media influence college students' smoking. We surveyed 366 college students from three U.S. Read More

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http://dx.doi.org/10.1016/j.chb.2016.06.061DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5148160PMC
November 2016
48 Reads

Ambient awareness: From random noise to digital closeness in online social networks.

Comput Human Behav 2016 Jul;60:147-154

Leibniz-Institut für Wissensmedien, Tübingen, Germany; University of Tübingen, Tübingen, Germany.

Ambient awareness refers to the awareness social media users develop of their online network in result of being constantly exposed to social information, such as microblogging updates. Although each individual bit of information can seem like random noise, their incessant reception can amass to a coherent representation of social others. Despite its growing popularity and important implications for social media research, ambient awareness on public social media has not been studied empirically. Read More

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http://dx.doi.org/10.1016/j.chb.2016.02.037DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4853799PMC
July 2016
8 Reads

Longitudinal Associations between Anhedonia and Internet-Related Addictive Behaviors in Emerging Adults.

Comput Human Behav 2016 Sep;62:475-479

University of Southern California, Department of Preventive Medicine, Los Angeles, CA, USA; University of Southern California, Department of Psychology, Los Angeles, CA, USA; University of Southern California, School of Social Work, Los Angeles, CA, USA.

Internet addiction (including online gaming) has been associated with depression. However, most prior research relating internet addiction symptomatology to depressive symptoms has been cross-sectional, conducted with children and adolescents, and only examined depressive symptoms as a broad construct. The purpose of the current study was to examine potential longitudinal associations between anhedonia (i. Read More

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http://dx.doi.org/10.1016/j.chb.2016.04.019DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4862001PMC
September 2016
10 Reads

The emotional responses of browsing Facebook: Happiness, envy, and the role of tie strength.

Comput Human Behav 2015 Nov;52:29-38

Leibniz-Institut für Wissensmedien (Knowledge Media Research Center), Tübingen, Germany.

On Facebook, users are exposed to posts from both strong and weak ties. Even though several studies have examined the emotional consequences of using Facebook, less attention has been paid to the role of tie strength. This paper aims to explore the emotional outcomes of reading a post on Facebook and examine the role of tie strength in predicting happiness and envy. Read More

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http://dx.doi.org/10.1016/j.chb.2015.04.064DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4710707PMC
November 2015
6 Reads

Watch what I do, not what I say I do: Computer-based avatars to assess behavioral inhibition, a vulnerability factor for anxiety disorders.

Comput Human Behav 2016 Feb;55 Pt B:804-816

Department of Pharmacology, Physiology & Neuroscience, New Jersey Medical School, Rutgers The State University of New Jersey, Newark, NJ ; Department of Veterans Affairs, Syracuse, NY.

Behavioral inhibition (BI), a tendency to withdraw from or avoid novel social and non-social situations, is a personality trait which can confer risk for anxiety disorders. Like many personality traits, BI is often assessed via self-report questionnaires where respondents rate themselves for frequency of certain behaviors or feelings. However, questionnaires have inherent limitations, particularly in psychiatric populations where there may be unawareness of deficit. Read More

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http://dx.doi.org/10.1016/j.chb.2015.07.067DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4662559PMC
February 2016
35 Reads

Dynamics of human categorization in a collaborative tagging system: How social processes of semantic stabilization shape individual sensemaking.

Comput Human Behav 2015 Oct;51(Pt A):140-151

Graz University of Technology, Graz, Austria.

We study how categories form and develop over time in a sensemaking task by groups of students employing a collaborative tagging system. In line with distributed cognition theories, we look at both the tags students use and their strength of representation in memory. We hypothesize that categories get more differentiated over time as students learn, and that semantic stabilization on the group level (i. Read More

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http://dx.doi.org/10.1016/j.chb.2015.04.053DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4534347PMC
October 2015
15 Reads

A content analysis of depression-related Tweets.

Comput Human Behav 2016 Jan;54:351-357

Department of Psychiatry, Washington University School of Medicine, St. Louis, MO, USA.

This study examines depression-related chatter on Twitter to glean insight into social networking about mental health. We assessed themes of a random sample (n=2,000) of depression-related tweets (sent 4-11 to 5-4-14). Tweets were coded for expression of DSM-5 symptoms for Major Depressive Disorder (MDD). Read More

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http://dx.doi.org/10.1016/j.chb.2015.08.023DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4574287PMC
January 2016
47 Reads

Artificial faces are harder to remember.

Comput Human Behav 2015 Nov;52:331-337

Psychology Department, Center for Visual and Cognitive Neuroscience, North Dakota State University, Fargo, ND 58102.

Observers interact with artificial faces in a range of different settings and in many cases must remember and identify computer-generated faces. In general, however, most adults have heavily biased experience favoring real faces over synthetic faces. It is well known that face recognition abilities are affected by experience such that faces belonging to "out-groups" defined by race or age are more poorly remembered and harder to discriminate from one another than faces belonging to the "in-group. Read More

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http://dx.doi.org/10.1016/j.chb.2015.06.018DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4505187PMC
November 2015
7 Reads

Understanding Empathy Training with Virtual Patients.

Comput Human Behav 2015 Nov;52:151-158

Department of Computer and Information Science and Engineering, University of Florida, PO Box 116120, Gainesville, Florida 32611-6120.

While the use of virtual characters in medical education is becoming more and more commonplace, an understanding of the role they can play in empathetic communication skills training is still lacking. This paper presents a study aimed at building this understanding by determining if students can respond to a virtual patient's statement of concern with an empathetic response. A user study was conducted at the [blinded] College of Medicine in which early stage medical students interacted with virtual patients in one session and real humans trained to portray real patients (i. Read More

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http://dx.doi.org/10.1016/j.chb.2015.05.033DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4493762PMC
November 2015
26 Reads

Life-Span Differences in the Uses and Gratifications of Tablets: Implications for Older Adults.

Comput Human Behav 2015 Nov;52:96-106

School of Media and Communication, Bowling Green State University.

This study extends Uses and Gratifications theory by examining the uses and gratifications of a new technological device, the tablet computer, and investigating the differential uses and gratifications of tablet computers across the life-span. First, we utilized a six-week tablet training intervention to adapt and extend existing measures to the tablet as a technological device. Next, we used paper-based and online surveys (=847), we confirmed four main uses of tablets: 1) Information Seeking, 2) Relationship Maintenance, 3) Style, 4) Amusement and Killing time, and added one additional use category 5) Organization. Read More

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http://dx.doi.org/10.1016/j.chb.2015.05.024DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4476405PMC
November 2015
6 Reads

Bridging the Divide: Using UTAUT to predict multigenerational tablet adoption practices.

Comput Human Behav 2015 Sep;50:186-196

Bowling Green State University.

This study examined the "Unified Theory of Acceptance and Use of Technology" (UTAUT) in the context of tablet devices across multiple generations. We tested the four UTAUT determinants, performance expectancy, effort expectancy, social influence, and facilitating conditions, to determine their contributions for predicting behavioral intention to use tablets with age, gender, and user experience as moderators. 899 respondents aged 19-99 completed the survey. Read More

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http://dx.doi.org/10.1016/j.chb.2015.03.032DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4412023PMC
September 2015
7 Reads

Facebook use and depressive symptomatology: Investigating the role of neuroticism and extraversion in youth.

Comput Human Behav 2014 Nov;40:1-5

Department of Psychology, University of Michigan, Ann Arbor, MI, USA.

The popularity of social networking sites, such as Facebook, has increased rapidly over the past decade, especially among youth. Consequently, the impact of Facebook use on mental health problems (e.g. Read More

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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4386284PMC
November 2014
10 Reads

Media and technology use predicts ill-being among children, preteens and teenagers independent of the negative health impacts of exercise and eating habits.

Comput Human Behav 2014 Jun;35:364-375

California State University, Dominguez Hills, United States.

The American Academy of Pediatrics recommends no screen time for children under the age of 2 and limited screen time for all children. However, no such guidelines have been proposed for preteens and teenagers. Further, research shows that children, preteens, and teenagers are using massive amounts of media and those with more screen time have been shown to have increased obesity, reduced physical activity, and decreased health. Read More

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http://dx.doi.org/10.1016/j.chb.2014.01.036DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4338000PMC
June 2014
217 Reads

Technology addiction's contribution to mental wellbeing: The positive effect of online social capital.

Comput Human Behav 2014 Nov;40:23-30

Department of Communication, Rutgers University, United States.

This research examines the effect of online social capital and Internet use on the normally negative effects of technology addiction, especially for individuals prone to self-concealment. Self-concealment is a personality trait that describes individuals who are more likely to withhold personal and private information, inhibiting catharsis and wellbeing. Addiction, in any context, is also typically associated with negative outcomes. Read More

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http://dx.doi.org/10.1016/j.chb.2014.07.014DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4283587PMC
November 2014
11 Reads

The Problematic and Risky Internet Use Screening Scale (PRIUSS) for Adolescents and Young Adults: Scale Development and Refinement.

Comput Human Behav 2014 Jun;35

Department of Pediatrics, University of Washington, Seattle, WA ; Seattle Children's Research Institute, Seattle, WA.

Problematic Internet use (PIU) is a growing health concern among adolescents and young adults. The purpose of this mixed-methods study was to develop and refine a theoretically-grounded and psychometrically-validated assessment instrument for PIU specifically tailored to adolescents and young adults. An item pool was developed using concept mapping and a review of the literature, and administered to 714 students from two universities between 18 and 25 years of age. Read More

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https://linkinghub.elsevier.com/retrieve/pii/S07475632140004
Publisher Site
http://dx.doi.org/10.1016/j.chb.2014.01.035DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4035908PMC
June 2014
42 Reads

Quantifying Engagement: Measuring Player Involvement in Human-Avatar Interactions.

Comput Human Behav 2014 May;34:1-11

Nicholson School of Communication, University of Central Florida, 12405 Aquarius Agora Dr., Orlando, FL 32816-1344.

This research investigated the merits of using an established system for rating behavioral cues of involvement in human dyadic interactions (i.e., face-to-face conversation) to measure involvement in human-avatar interactions. Read More

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http://dx.doi.org/10.1016/j.chb.2014.01.044DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3987916PMC
May 2014
8 Reads

Emergence and predictors of alcohol reference displays on Facebook during the first year of college.

Comput Human Behav 2014 Jan;30

Department of Biostatistics and Medical Informatics, School of Medicine, University of WIsconsin-Madison, Madison, WI, USA.

The purpose of this study was to investigate the emergence of displayed alcohol references on Facebook for first-year students from two universities. Graduated high school seniors who were planning to attend one of the two targeted study universities were recruited. Participants' Facebook profiles were evaluated for displayed alcohol references at baseline and every four weeks throughout the first year of college. Read More

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http://dx.doi.org/10.1016/j.chb.2013.07.060DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3885162PMC
January 2014
8 Reads

The Media and Technology Usage and Attitudes Scale: An empirical investigation.

Comput Human Behav 2013 Nov;29(6):2501-2511

California State University, Dominguez Hills, CA 90747, United States.

Current approaches to measuring people's everyday usage of technology-based media and other computer-related activities have proved to be problematic as they use varied outcome measures, fail to measure behavior in a broad range of technology-related domains and do not take into account recently developed types of technology including smartphones. In the present study, a wide variety of items, covering a range of up-to-date technology and media usage behaviors. Sixty-six items concerning technology and media usage, along with 18 additional items assessing attitudes toward technology, were administered to two independent samples of individuals, comprising 942 participants. Read More

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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4338964PMC
November 2013
7 Reads

Giving and Receiving Emotional Support Online: Communication Competence as a Moderator of Psychosocial Benefits for Women with Breast Cancer.

Comput Human Behav 2014 Jan;30:13-22

School of Journalism and Mass Communication, University of Wisconsin-Madison, 5115 Vilas Hall, 821 University Avenue, Madison, WI 53706, USA.

This study examines the moderating role of emotional communication competence in the relationship between computer-mediated social support (CMSS) group participation, specifically giving and receiving emotional support, and psychological health outcomes. Data were collected as part of randomized clinical trials for women diagnosed with breast cancer within the last 2 months. Expression and reception of emotional support was assessed by tracking and coding the 18,064 messages that 236 patients posted and read in CMSS groups. Read More

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http://dx.doi.org/10.1016/j.chb.2013.07.024DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3777249PMC
January 2014
80 Reads

Video game training to improve selective visual attention in older adults.

Comput Human Behav 2013 Jul;29(4):1318-1324

School of Physical and Occupational Therapy, McGill University, Canada.

The current study investigated the effect of video game training on older adult's useful field of view performance (the UFOV® test). Fifty-eight older adult participants were randomized to receive practice with the target action game (), a placebo control arcade game (), a clinically validated UFOV training program, or into a no contact control group. Examining pretest-posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. Read More

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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3758751PMC
July 2013
16 Reads

The Uncanny Valley Does Not Interfere with Level 1 Visual Perspective Taking.

Comput Human Behav 2013 Jul;29(4):1671-1685

Indiana University School of Informatics, 535 West Michigan Street, Indianapolis, IN 46202 USA.

When a computer-animated human character looks eerily realistic, viewers report a loss of empathy; they have difficulty taking the character's perspective. To explain this perspective-taking impairment, known as the uncanny valley, a novel theory is proposed: The more human or less eerie a character looks, the more it interferes with level 1 visual perspective taking when the character's perspective differs from that of the human observer (e.g. Read More

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http://dx.doi.org/10.1016/j.chb.2013.01.051DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4160743PMC
July 2013
8 Reads

The effect of action video game experience on task-switching.

Comput Human Behav 2012 May;28(3):984-994

Department of Psychology, University of Wisconsin-Madison, Madison, WI 53717.

There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. In a series of four experiments, we add to this body of work, demonstrating that the action video game player advantage is not exclusively due to an ability to map manual responses onto arbitrary buttons, but rather generalizes to vocal responses, is not restricted to tasks that are perceptual in nature (e. Read More

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http://dx.doi.org/10.1016/j.chb.2011.12.020DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3292256PMC
May 2012
14 Reads
20 Citations

Older Adults Talk Technology: Technology Usage and Attitudes.

Comput Human Behav 2010 Nov;26(6):1710-1721

School of Psychology, Georgia Institute of Technology, Atlanta, GA 30332-0170.

Older adults (n = 113) participated in focus groups discussing their use of and attitudes about technology in the context of their home, work, and healthcare. Participants reported using a wide variety of technology items, particularly in their homes. Positive attitudes (i. Read More

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http://dx.doi.org/10.1016/j.chb.2010.06.020DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2956433PMC
November 2010
16 Reads

The Effects of Survey Administration on Disclosure Rates to Sensitive Items Among Men: A Comparison of an Internet Panel Sample with a RDD Telephone Sample.

Comput Human Behav 2010 Nov;26(6):1327-1335

Clark University.

Research using Internet surveys is an emerging field, yet research on the legitimacy of using Internet studies, particularly those targeting sensitive topics, remains under-investigated. The current study builds on the existing literature by exploring the demographic differences between Internet panel and RDD telephone survey samples, as well as differences in responses with regard to experiences of intimate partner violence perpetration and victimization, alcohol and substance use/abuse, PTSD symptomatology, and social support. Analyses indicated that after controlling for demographic differences, there were few differences between the samples in their disclosure of sensitive information, and that the online sample was more socially isolated than the phone sample. Read More

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http://linkinghub.elsevier.com/retrieve/pii/S074756321000078
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http://dx.doi.org/10.1016/j.chb.2010.04.006DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2952634PMC
November 2010
8 Reads

Interactivity and Presence of Three eHealth Interventions.

Comput Human Behav 2010 Sep;26(5):1081-1088

Center of Excellence in Cancer Communication Research, University of Wisconsin - Madison, 1513 University Avenue, Madison, WI, 53706.

A number of researchers have identified interactivity and presence as potentially important attributes of e-Health applications, because they are believed to influence users to interact with systems in ways that increase commitment, learning, and other desirable responses. This paper reports on the development of brief scales to assess the two concepts, and on use of them with participants in six conditions of a large-scale trial of interventions for breast cancer patients. Overall, the Internet scored very low on both measures. Read More

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https://linkinghub.elsevier.com/retrieve/pii/S07475632100005
Publisher Site
http://dx.doi.org/10.1016/j.chb.2010.03.011DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2896786PMC
September 2010
10 Reads

Too real for comfort? Uncanny responses to computer generated faces.

Comput Human Behav 2009 May;25(3):695-710

Indiana University School of Informatics, IT 487, 535 West Michigan Street, Indianapolis, IN 46202, USA.

As virtual humans approach photorealistic perfection, they risk making real humans uncomfortable. This intriguing phenomenon, known as the , is well known but not well understood. In an effort to demystify the causes of the uncanny valley, this paper proposes several perceptual, cognitive, and social mechanisms that have already helped address riddles like empathy, mate selection, threat avoidance, cognitive dissonance, and psychological defenses. Read More

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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4264966PMC
May 2009
6 Reads

The role of spatial abilities and age in performance in an auditory computer navigation task.

Comput Human Behav 2006 ;24(6):3045-3051

Clemson University Department of Psychology.

Age-related differences in spatial ability have been suggested as a mediator of age-related differences in computer-based task performance. However, the vast majority of tasks studied have primarily used a visual display (e.g. Read More

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http://dx.doi.org/10.1016/j.chb.2008.05.010DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2581422PMC
January 2006
6 Reads

Distributed interactive communication in simulated space-dwelling groups.

Comput Human Behav 2004 Mar;20(2):311-40

Johns Hopkins University School of Medicine, Behavioral Biology Research Center, Baltimore, MD 21224, USA.

This report describes the development and preliminary application of an experimental test bed for modeling human behavior in the context of a computer generated environment to analyze the effects of variations in communication modalities, incentives and stressful conditions. In addition to detailing the methodological development of a simulated task environment that provides for electronic monitoring and recording of individual and group behavior, the initial substantive findings from an experimental analysis of distributed interactive communication in simulated space dwelling groups are described. Crews of three members each (male and female) participated in simulated "planetary missions" based upon a synthetic scenario task that required identification, collection, and analysis of geologic specimens with a range of grade values. Read More

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March 2004
10 Reads

A conceptual framework for designing micro-worlds for complex work domains: a case study of the Cabin Air Management System.

Comput Human Behav 2000 Jan;16(1):45-58

Institute of Psychology, Darmstadt University of Technology, Germany.

A conceptual framework for the design of micro-worlds is presented in this paper. This is illustrated by a micro-world, called Cabin Air Management System (CAMS), that has been used in a research program to investigate human behavior during work with complex systems. Although CAMS is based on the operational context of spaceflight, its underlying principles correspond to a process control task. Read More

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January 2000
6 Reads

Using Touch Screen Audio-CASI to Obtain Data on Sensitive Topics.

Comput Human Behav 2001 May;17(3):285-293

Research Triangle Institute Research Triangle Park, NC and Washington D.C.

This paper describes a new interview data collection system that uses a laptop personal computer equipped with a touch-sensitive video monitor. The touch-screen-based audio computer-assisted self-interviewing system, or touch screen audio-CASI, enhances the ease of use of conventional audio CASI systems while simultaneously providing the privacy of self-administered questionnaires. We describe touch screen audio-CASI design features and operational characteristics. Read More

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http://dx.doi.org/10.1016/S0747-5632(01)00005-XDOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3212804PMC
May 2001
7 Reads

Implementing Audio-CASI on Windows' Platforms.

Comput Human Behav 1998 ;14(2):195-207

Audio computer-assisted self interviewing (Audio-CASI) technologies have recently been shown to provide important and sometimes dramatic improvements in the quality of survey measurements. This is particularly true for measurements requiring respondents to divulge highly sensitive information such as their sexual, drug use, or other sensitive behaviors. However, DOS-based Audio-CASI systems that were designed and adopted in the early 1990s have important limitations. Read More

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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3213894PMC
January 1998
6 Reads

Automating Telephone Surveys: Using T-ACASI to Obtain Data on Sensitive Topics.

Comput Human Behav 1998 ;14(2):195-207

Research Triangle Institute, Research Triangle Park, NC and Washington D.C.

This paper describes a new interview data collection system that uses a personal computer equipped with a telephone interface card. This system, telephone audio computer-assisted self-interviewing or T-ACASI, offers the economy of telephone interviews while providing the privacy of self-administered questionnaires. We describe T-ACASI design considerations and operational characteristics. Read More

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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3213205PMC
January 1998
7 Reads