Cyberpsychology Behavior and Social Networking

Papers
(The TQCC of Cyberpsychology Behavior and Social Networking is 8. 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 2020-11-01 to 2024-11-01.)
ArticleCitations
How Adolescents Use Social Media to Cope with Feelings of Loneliness and Anxiety During COVID-19 Lockdown332
How Parents and Their Children Used Social Media and Technology at the Beginning of the COVID-19 Pandemic and Associations with Anxiety231
Twenty-Five Years of Social Media: A Review of Social Media Applications and Definitions from 1994 to 2019189
Mental Health Care Goes Online: Practitioners' Experiences of Providing Mental Health Care During the COVID-19 Pandemic146
Ready or Not for Contact Tracing? Investigating the Adoption Intention of COVID-19 Contact-Tracing Technology Using an Extended Unified Theory of Acceptance and Use of Technology Model98
Relationship Development with Humanoid Social Robots: Applying Interpersonal Theories to Human–Robot Interaction88
What the Metaverse Is (Really) and Why We Need to Know About It84
Cyber Stalking, Cyber Harassment, and Adult Mental Health: A Systematic Review76
Online Social Connection as a Buffer of Health Anxiety and Isolation During COVID-1970
Discrimination and Well-Being Among Asians/Asian Americans During COVID-19: The Role of Social Media69
Internet-Related Behaviors and Psychological Distress Among Schoolchildren During the COVID-19 School Hiatus67
The Social Impact of Deepfakes67
Facial Appearance Dissatisfaction Explains Differences in Zoom Fatigue59
Comparing Smartphone, WhatsApp, Facebook, Instagram, and Snapchat: Which Platform Elicits the Greatest Use Disorder Symptoms?58
Effects of Disinformation Using Deepfake: The Protective Effect of Media Literacy Education57
Metaverse Games: Game Changer for Healthcare?56
Digital Disinformation About COVID-19 and the Third-Person Effect: Examining the Channel Differences and Negative Emotional Outcomes53
Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning51
Social Media Exposure and College Students' Mental Health During the Outbreak of COVID-19: The Mediating Role of Rumination and the Moderating Role of Mindfulness49
The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review49
Ready (or Not) Player One: Initial Musings on the Metaverse48
Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey47
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-1946
Problematic Social Media Use and Its Relationship with Depression or Anxiety: A Systematic Review45
The Instagram Infodemic: Cobranding of Conspiracy Theories, Coronavirus Disease 2019 and Authority-Questioning Beliefs42
Whose Tweets on COVID-19 Gain the Most Attention: Celebrities, Political, or Scientific Authorities?42
Social Media Use and Adolescent Well-Being: A Narrative Review of Longitudinal Studies40
Emotion Regulation Difficulties, Personality, and Problematic Smartphone Use37
Relationship Between Depression Symptoms, Physical Activity, and Addictive Social Media Use37
Cyberbullying in Adolescents: Resilience as a Protective Factor of Mental Health Outcomes37
Internet Use by People with Intellectual Disability: Exploring Digital Inequality—A Systematic Review35
Internet Addiction and Attention in Adolescents: A Systematic Review35
Smoking, Vaping, and Tobacco Industry During COVID-19 Pandemic: Twitter Data Analysis33
How Does It Feel to Be a Woman Victim of Sexual Harassment? The Effect of 360°-Video-Based Virtual Reality on Empathy and Related Variables32
Taking a One-Week Break from Social Media Improves Well-Being, Depression, and Anxiety: A Randomized Controlled Trial31
Insecure Attachment and Technology Addiction Among Young Adults: The Mediating Role of Impulsivity, Alexithymia, and General Psychological Distress30
A National Study of Zoom Fatigue and Mental Health During the COVID-19 Pandemic: Implications for Future Remote Work30
Online Hate Speech Victimization and Depressive Symptoms Among Adolescents: The Protective Role of Resilience28
Effects of Violent Video Games on Aggressive Cognition and Aggressive Behavior28
Immersive Virtual Reality Therapy as a Support for Cardiac Rehabilitation: A Pilot Randomized-Controlled Trial28
Zoom Fatigue, Psychological Distress, Life Satisfaction, and Academic Well-Being27
The Real Threat of Deepfake Pornography: A Review of Canadian Policy26
Face the Uncanny: The Effects of Doppelganger Talking Head Avatars on Affect-Based Trust Toward Artificial Intelligence Technology are Mediated by Uncanny Valley Perceptions26
The Mediating Role of Impulsivity and the Moderating Role of Gender Between Fear of Missing Out and Gaming Disorder Among a Sample of Chinese University Students26
Growing Up with Grand Theft Auto: A 10-Year Study of Longitudinal Growth of Violent Video Game Play in Adolescents26
Parental Phubbing and Internet Gaming Addiction in Children: Mediating Roles of Parent–Child Relationships and Depressive Symptoms25
Sexual Harassment in the Metaverse24
Exploring Viewers' Experiences of Parasocial Interactions with Videogame Streamers on Twitch24
Unique and Cumulative Effects of Intimate Partner Cybervictimization Types on Alcohol Use in Lesbian, Gay, and Bisexual Emerging Adults23
Taking a Break from Social Media Improves Wellbeing Through Sleep Quality22
How Avatar Identification Affects Enjoyment in the Metaverse: The Roles of Avatar Customization and Social Engagement22
Investigating the Role of Health Factors and Psychological Well-Being in Gaming Disorder22
Deepfakes Unmasked: The Effects of Information Priming and Bullshit Receptivity on Deepfake Recognition and Sharing Intention22
Effect of Virtual Reality Perspective-Taking on Related and Unrelated Contexts22
Kids Will Find a Way: The Benefits of Social Video Games21
Facing with Collaborative Robots: The Subjective Experience in Senior and Younger Workers21
Fear of Missing Out and Consumer Happiness on Instagram: A Serial Mediation of Social Media Influencer-Related Activities21
Instagram and TikTok Flow States and Their Association with Psychological Well-Being21
The Effect of Augmented Reality on Consumer Learning for Search and Experience Products in Mobile Commerce21
How Does Parental Smartphone Addiction Affect Adolescent Smartphone Addiction?: Testing the Mediating Roles of Parental Rejection and Adolescent Depression20
How COVID Has Changed Online Dating—And What Lies Ahead20
A Content Analysis of Coronavirus Tweets in the United States Just Prior to the Pandemic Declaration20
Effectiveness of Available Treatments for Gaming Disorders in Children and Adolescents: A Systematic Review20
Internet Adoption in Older Adults: Findings from the Health and Retirement Study20
Deepfakes: Awareness, Concerns, and Platform Accountability19
Robots Are Not All the Same: Young Adults' Expectations, Attitudes, and Mental Attribution to Two Humanoid Social Robots19
Psychosocial Correlates of Excessive Social Media Use in a Hispanic College Sample18
Successful Gamification of Cybersecurity Training18
The Virtual Cooking Task: A Preliminary Comparison Between Neuropsychological and Ecological Virtual Reality Tests to Assess Executive Functions Alterations in Patients Affected by Alcohol Use Disorde18
Offline and Online Social Support and Short-Form Video Addiction Among Chinese Adolescents: The Mediating Role of Emotion Suppression and Relatedness Needs18
Associations Between Social Anxiety, Depression, and Use of Mobile Dating Applications18
Femtech: Digital Help for Women's Health Care Across the Life Span18
Examining Associations Between Social Networking Site Alcohol-Specific Social Norms, Posting Behavior, and Drinking to Cope During the COVID-19 Pandemic18
Social Context and Gaming Motives Predict Mental Health Better Than Time Played: An Exploratory Regression Analysis with over 13,000 Video Game Players18
Presence and Flow in the Context of Virtual Reality Storytelling: What Influences Enjoyment in Virtual Environments?18
Social Media Use and Its Link to Physical Health Indicators17
#Coronavirus: Monitoring the Belgian Twitter Discourse on the Severe Acute Respiratory Syndrome Coronavirus 2 Pandemic17
Social Sharing of Emotion During the COVID-19 Pandemic16
The Robot Made Me Do It: Human–Robot Interaction and Risk-Taking Behavior16
Violent Video Games and Aggression: Stimulation or Catharsis or Both?16
The Disinhibiting Effects of Anonymity Increase Online Trolling16
The Relationship Between Hikikomori Risk and Internet Use During COVID-19 Restrictions16
Free Smiles Are Worth a Lot for Social Media Influencers: The Mediating Roles of Warmth, Competence, and Admiration15
To Believe or Not to Believe: Framing Analysis of Content and Audience Response of Top 10 Deepfake Videos on YouTube15
Embodiment Empowers Empathy in Virtual Reality15
How Augmented Reality Increases Engagement Through Its Impact on Risk and the Decision Process15
Feasibility of a Computer Role-Playing Game to Promote Empathy in Nursing Students: The Role of Immersiveness and Perspective15
Aggressive Video Games Are Not a Risk Factor for Mental Health Problems in Youth: A Longitudinal Study15
Popular Discourse Around Deepfakes and the Interdisciplinary Challenge of Fake Video Distribution14
The Role of Individual Differences in Cyber Dating Abuse Perpetration14
Digital Technology Use and Cyberbullying Among Primary School Children: Digital Literacy and Parental Mediation as Moderators14
Evaluating the Adequacy of Emoji Use in Positive and Negative Messages from Close and Distant Senders14
A Longitudinal Social Network Perspective on Adolescents' Exposure to Violent Video Games and Aggression14
Tweets and Reactions: Revealing the Geographies of Cybercrime Perpetrators and the North-South Divide13
The Space Between: Nature and Machine Heuristics in Evaluations of Organisms, Cyborgs, and Robots13
Adolescent Screen Time Associated with Risk Factor of Fear of Missing Out During Pandemic COVID-1913
Group Decision-Making in Multi-User Immersive Virtual Reality13
A Content Analysis of Reddit Users' Perspectives on Reasons for Not Following Through with a Suicide Attempt13
“Who Are the Cyka Blyat?” How Empathy, Impulsivity, and Motivations to Play Predict Aggressive Behaviors in Multiplayer Online Games13
Do We Take a Robot's Needs into Account? The Effect of Humanization on Prosocial Considerations Toward Other Human Beings and Robots13
The Role of Violent Video Game Exposure, Personality, and Deviant Peers in Aggressive Behaviors Among Adolescents: A Two-Wave Longitudinal Study13
Prevalence of Internet Addiction Among Iranian University Students: A Systematic Review and Meta-analysis13
The Use of Virtual Reality for Managing Psychological Distress in Adolescents: Systematic Review13
The Online Hate Speech Cycle of Violence: Moderating Effects of Moral Disengagement and Empathy in the Victim-to-Perpetrator Relationship12
Machines Like Us and People Like You: Toward Human–Robot Shared Experience12
Machine–Deep–Ensemble Learning Model for Classifying Cybersickness Caused by Virtual Reality Immersion12
Violent Video Games and Aggression Among Young Adults: The Moderating Effects of Adverse Environmental Factors12
The Impact of Social Endorsement Cues and Manipulability Concerns on Perceptions of News Credibility12
Associations of Personality Traits with Internet Addiction: A Cross-Cultural Meta-Analysis with a Multilingual Approach12
Emerging Adults' Expectations About the Next Generation of Robots: Exploring Robotic Needs Through a Latent Profile Analysis12
Female Users' TikTok Use and Body Image: Active Versus Passive Use and Social Comparison Processes12
Violent Video Games and the P300: No Evidence to Support the Neural Desensitization Hypothesis11
Hypocrisy Induction: Using Chatbots to Promote COVID-19 Social Distancing11
The BODY-FRIEND Project: Using New Technology to Learn about How People with Anorexia Feel about Their Bodies11
Is Artificial Intelligence Customer Service Satisfactory? Insights Based on Microblog Data and User Interviews11
The Study of Perceptual Eye Position Examination and Visual Perceptual Training in Postoperative Intermittent Exotropes11
Preschoolers' Social Cognitive Development in the Age of Screen Time Ubiquity11
The Spheres & Shield Maze Task: A Virtual Reality Serious Game for the Assessment of Risk Taking in Decision Making11
What Is the Draw of the Metaverse? Personality Correlates of Zepeto Use Motives and Their Associations With Psychological Well-Being11
Effect of Social Anxiety on the Adoption of Robotic Training Partner10
Adolescent Sexting: The Role of Body Shame, Social Physique Anxiety, and Social Networking Site Addiction10
Who Is Smart with Their Smartphones? Determinants of Smartphone Security Behavior10
Do Anthropomorphic Chatbots Increase Counseling Satisfaction and Reuse Intention? The Moderated Mediation of Social Rapport and Social Anxiety10
Uncivil Reactions to Sexual Assault Online: Linguistic Features of News Reports Predict Discourse Incivility10
Searching for the Metaverse: Neuroscience of Physical and Digital Communities10
How Different Gaming Genres Can Be Described by Required Skills and Motives for Playing10
Is Social Media Use Changing Who We Are? Examining the Bidirectional Relationship Between Personality and Social Media Use9
The Escalating Crisis in Adolescent Mental Health9
Problematic Smartphone Use Influences the Relationship Between Experiential Avoidance and Anxiety9
Adaptation and Psychometric Cross-Cultural Validation of a Workplace Cyberbullying Questionnaire in Spain and Germany9
Effects of Using Artificial Intelligence on Interpersonal Perceptions of Job Applicants9
Users' Affective and Cognitive Responses to Humanoid Robots in Different Expertise Service Contexts9
Self-Reported and Parental Assessments of Internet Gaming Disorder, and Their Accordance with DSM-5 Criteria in a Clinical Relevant Population9
Linking the Pathway from Exposure to Online Vaccine Information to Cyberchondria During the COVID-19 Pandemic: A Moderated Mediation Model9
An Exploratory Analysis of Different Problematic Internet Use Profiles in Cybervictims, Cyberbullies, and Cyberbully Victims9
“I Found a More Attractive Deepfaked Self”: The Self-Enhancement Effect in Deepfake Video Exposure9
Eye Movement Patterns Reflecting Cybersickness: Evidence from Different Experience Modes of a Virtual Reality Game9
How Real Are Virtual Emotions?8
User Experience Evaluation in Shared Interactive Virtual Reality8
Call for Special Issue Papers: HUMANE METAVERSE: Opportunities and Challenges Towards the Development of a Humane-Centered Metaverse8
Virtual Reality as a Pain Distraction Modality for Experimentally Induced Pain in a Chronic Pain Population: An Exploratory Study8
Perceived Vulnerability As a Determinant of Increased Risk for Cybersecurity Risk Behavior8
Affecting Explicit and Implicit Body Image with Thin-Idealized Avatars in Virtual Reality: The Role of Sense of Embodiment8
The Role of Peer Support in the Growth Trajectory of Pathological Internet Use Among Youth: A Protective Factor8
Purchasing in a Pandemic? Virtual Consumerism in 20218
My Privacy and Control Matter: Understanding Motivations for Using Untact Services8
How to Be Aggressive from Virtual to Reality? Revisiting the Violent Video Games Exposure-Aggression Association and the Mediating Mechanisms8
Psychometric Properties of the Nine-Item Korean Internet Gaming Disorder Scale: Short Form8
Sharing Personal Memories on Ephemeral Social Media Facilitates Autobiographical Memory8
If the Mask Fits: Psychological Correlates with Online Self-Presentation Experimentation in Adults8
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