Cyberpsychology Behavior and Social Networking

Papers
(The H4-Index of Cyberpsychology Behavior and Social Networking is 30. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-02-01 to 2025-02-01.)
ArticleCitations
Call for Special Issue Papers: Virtual Consumerism338
An Exploratory Study on the Effect of Virtual Environments on Cognitive Performances and Psychophysiological Responses220
Co4Robots: Achieving High Levels of Coordination Between Interacting Robots and Between Humans and Robots104
Denial, Attention-Seeking, and Posting Online While Intoxicated: Three Key Predictors of Collegiate Sadfishing100
Modern Hieroglyphics and the Generation Gap: Do Emojis Need Their Own Rosetta Stone?96
VR-MEM: Harnessing Virtual Reality for Autobiographical Memory Enhancement in High School Settings81
Associations Between Searching and Sending Cyberhate: The Moderating Role of the Need of Online Popularity and Toxic Online Disinhibition73
If Social Fitness Is the Key to Happiness, Technology Provides a Fine Workout67
Acknowledgment of Reviewers 202467
A Longitudinal Study of Fitbit Usage Behavior Among College Students66
Experiencing Stress During COVID-19: A Computational Analysis of Stressors and Emotional Responses to Stress62
The Psychological Consequences of Envying Influencers on Instagram61
Call for Special Issue Papers: Predictors, Consequences, and Prevention of Hate Speech and Fake News Involvement Across the Lifespan57
A Gentle Nudge: The New Push in Digital Healthcare56
BookTok Made Me Do It: The Evolution of Reading55
How Avatar Identification Affects Enjoyment in the Metaverse: The Roles of Avatar Customization and Social Engagement53
An Analysis of Temporal Trends in Anti-Asian Hate and Counter-Hate on Twitter During the COVID-19 Pandemic52
Book Review: Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification, and Simulation51
Using Virtual Reality in E-Cigarette and Secondhand Aerosol Prevention Messages: Implications for Emotional Campaign Design49
Embodied the Healthy Arm: Virtual Reality Rehabilitation for Stroke Patients with Proprioceptive Upper-Limb Deficit44
Associations of Personality Traits with Internet Addiction: A Cross-Cultural Meta-Analysis with a Multilingual Approach42
The Artificial Face (ART-F) Project: Addressing the Problem of Interpretability, Interface, and Trust in Artificial Intelligence42
APRIL: Personal Robots at Your Service40
Why Do Bystanders Become Cyberbullies? The Effect of Perceived Reasonableness of Online Messages on Bystanders' Aggressive Tendency and Its Underlying Mechanism38
How Cognitive Absorption Influences Responses to Immersive Narratives of Environmental Threats37
Navigating the Medical Metaverse: Using Objective Measures to Stay on Course37
Correction to: College Students' Motives for In-Person Meetings with Dating Application Matches, by Harrison, et al. Cyberpsychol Behav Soc Netw 2022;25(2):130–134; doi: 10.1089/cyber.2021.003134
Correction to: How Different Gaming Genres Can Be Described by Required Skills and Motives for Playing by Brandtner, et al. Cyberpsychol Behav Soc Netw 2022;25(9):613–619; doi: 10.1089/cyber.2032
Social Signal Processing in Affective Virtual Reality: Human-Shaped Agents Increase Electrodermal Activity in an Elicited Negative Environment31
INSIDE-OUT: An Innovative Sound Technology for Altering Interoceptive Signals30
Eye Movement Patterns Reflecting Cybersickness: Evidence from Different Experience Modes of a Virtual Reality Game30
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