Psychology of Popular Media

Papers
(The TQCC of Psychology of Popular Media is 3. 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 2020-02-01 to 2024-02-01.)
ArticleCitations
Facebook-based social support and health: A systematic review.71
The use of social networking sites, body image dissatisfaction, and body dysmorphic disorder: A systematic review of psychological research.59
Every (Insta)Gram counts? Applying cultivation theory to explore the effects of Instagram on young users’ body image.36
Lack of consensus among scholars on the issue of video game “addiction”.34
Emojis affect processing fluency on social media.30
Personality as a predictor of cybersecurity behavior.28
Alone and online: Understanding the relationships between social media, solitude, and psychological adjustment.25
Escaping the pandemic present: The relationship between nostalgic media use, escapism, and well-being during the COVID-19 pandemic.21
Problematic phone use, depression, and technology interference among mothers.21
Internet gaming disorder: Relations between needs satisfaction in-game and in life in general.19
Are there two types of escapism? Exploring a dualistic model of escapism in digital gaming and online streaming.19
Consuming memes during the COVID pandemic: Effects of memes and meme type on COVID-related stress and coping efficacy.19
Cognitive abilities of action video game and role-playing video game players: Data from a massive open online course.18
“My smartphone is an extension of myself”: A holistic qualitative exploration of the impact of using a smartphone.18
You’re not anonymous online: The development and validation of a new cyberbullying intervention curriculum.16
A closer look at appearance and social media: Measuring activity, self-presentation, and social comparison and their associations with emotional adjustment.16
Solving the puzzle of null violent media effects.16
The impact of fitspiration content on body satisfaction and negative mood: An experimental study.15
Entertainment motivations and gaming-specific gratifications as antecedents of digital game enjoyment and appreciation.15
Coping with COVID-19 stress: The role of media consumption in emotion- and problem-focused coping.14
Disappearing in the age of hypervisibility: Definition, context, and perceived psychological consequences of social media ghosting.12
“It’s like a safe haven fantasy world”: Online fandom communities and the identity development activities of sexual and gender minority youth.12
Dancing bears and talking toasters: A content analysis of supernatural elements in children’s media.12
Smartphones and loneliness in love: Testing links between smartphone engagement, loneliness, and relational health.11
Motivation for different Facebook activities and well-being: A daily experience sampling study.11
Unsatisfied needs as a predictor of obsessive passion for videogame play.11
Associations between parental media monitoring, media use, and internalizing symptoms during adolescence.11
Who are GamerGate? A descriptive study of individuals involved in the GamerGate controversy.11
The social effect of exposure to mental illness media portrayals: Influencing interpersonal interaction intentions.11
Perceptions of fake news, misinformation, and disinformation amid the COVID-19 pandemic: A qualitative exploration.11
Binge-watching in times of COVID-19: A longitudinal examination of changes in affect and TV series consumption patterns during lockdown.11
Video game players’ personality traits: An exploratory cluster approach to identifying gaming preferences.11
The relation of Black-oriented reality television consumption and perceived realism to the endorsement of stereotypes of Black women.11
The relationship between social short-form videos and youth’s well-being: It depends on usage types and content categories.10
How audience involvement and social norms foster vulnerability to celebrity-based dietary misinformation.10
Social comparison and state–trait dynamics: Viewing image-conscious Instagram accounts affects college students’ mood and anxiety.10
He does not look like video games made him do it: Racial stereotypes and school shootings.10
The psychology of likes: Relevance of feedback on Instagram and relationship to self-esteem and social status.10
Fiction and morality: Investigating the associations between reading exposure, empathy, morality, and moral judgment.9
Using narrative media to satisfy intrinsic needs: Connecting parasocial relationships, retrospective imaginative involvement, and self-determination theory.9
Dark personality traits and anger in cyber aggression perpetration: Is moral disengagement to blame?9
Self-control and need satisfaction in primetime: Television, social media, and friends can enhance regulatory resources via perceived autonomy and competence.8
Not all media multitasking is the same: The frequency of media multitasking depends on cognitive and affective characteristics of media combinations.8
Policy on unreliable game addiction diagnoses puts the cart before the horse.8
Psychological effects of repeated exposure to elevating entertainment: An experiment over the period of 6 weeks.8
A new avenue to reach out for the stars: The association of celebrity worship with problematic and nonproblematic social media use.8
Natural in the eyes of the (be)holder: A survey on novelty and learning effects in the enjoyment of naturally mapped video game controllers.8
Looking through a filtered lens: Negative social comparison on social media and suicidal ideation among young adults.7
Inspired to mask up: The effect of uplifting media messages on attitudes about wearing face masks among Democrats and Republicans.7
Fandom, social media, and identity work: The emergence of virtual community through the pronoun “we”.7
The effects of interaction fidelity on game experience in virtual reality.7
Examining the effects of exposure to a sexualized female video game protagonist on women’s body image.7
Tourism, migration, and the exodus to virtual worlds: Place attachment in massively multiplayer online gamers.6
Fear of missing out and compulsive social media use as mediators between OCD symptoms and social media fatigue.6
“Get out of my selfie!” Narcissism, gender, and motives for self-photography among emerging adults.6
Selfie appearance investment and peer feedback concern: Multimethod investigation of adolescent selfie practices and adjustment.6
Online original TV series: Examining portrayals of violence in popular binge-watched programs and social reality perceptions.6
Gotta catch ‘em all: Exploring the use of Pokémon Go to enhance cognition and affect.6
Parenting and tweens’ media use during the COVID-19 pandemic.5
Disparaged dads? A content analysis of depictions of fathers in U.S. sitcoms over time.5
“To be yourself or your selfies, that is the question”: The moderation role of gender, nationality, and privacy settings in the relationship between selfie-engagement and body shame.5
When comedy goes to extremes: The influence of ideology and social identity on source liking, credibility, and counterarguing.5
What babies, infants, and toddlers hear on Fox/Disney BabyTV: An exploratory study.5
Ontological insecurity, nostalgia, and social media: Viewing YouTube videos of old TV commercials reestablishes continuity of the self over time.5
Is it painful? Playing violent video games affects brain responses to painful pictures: An event-related potential study.5
“I need to just have a couple of White claws and play animal crossing tonight”: Parents coping with video games during the COVID-19 pandemic.5
“Ur a freakin goddess!”: Examining appearance commentary on Instagram.5
Loving to hate the Kardashians: Examining the interaction of character liking and hate-watching on the social influence of a reality TV show.5
The role of need satisfaction in explaining intentions to purchase and play in Pokémon Go and the moderating role of prior experience.5
Who finds media violence funny? Testing the effects of media violence exposure and dark personality traits.5
Twitch in the time of quarantine: The role of engagement in needs fulfillment.5
Women’s exposure to sexualized TV, self-objectification, and consideration of cosmetic surgery: The role of age.4
Adolescents’ perceptions of nicotine vaping-related social media content.4
The woman in the (rearview) mirror: Viewers’ attitudes toward objectified car selfies of Black and White women.4
What does the Cat in the Hat know about that? An analysis of the educational and unrealistic content of children’s narrative science media.4
Predicting internet addiction with the dark triad: Beyond the five-factor model.4
Together they are Troy and Chase: Who supports demonetization of gay content on YouTube?4
Seeing is believing: The role of imagery fluency in narrative persuasion through a graphic novel.4
The role of envy in linking active and passive social media use to memory functioning.4
Celebrity worship in the United Arab Emirates: An examination of its association with problematic internet use, maladaptive daydreaming, and desire for fame.4
Movie smoking and teen smoking behavior: A critical methodological and meta-analytic review.4
The effects of daily Instagram use on state self-objectification, well-being, and mood for young women.4
Mirror, mirror on the wall: The effect of listening to body positive music on implicit and explicit body esteem.4
Navigating a muscular and sexualized Instagram feed: An experimental study examining how Instagram affects both heterosexual and nonheterosexual men’s body image.4
Extensions of the proteus effect on intergroup aggression in the real world.4
Reducing social media use improves appearance and weight esteem in youth with emotional distress.4
Personality perception in Game of Thrones: Character consensus and assumed similarity.4
Response to “Conceptualizing identification: A comment on Downs, Bowman, and Banks (2017)”.3
Discovering hidden digital producers: Understanding motivation and creativity in social media production.3
Celebrity hate: Credibility and belief in a just world in prediction of celebrity hate.3
Digital media impacts multiple aspects of self-representation: An investigation of flow, agency, presence, character identification, and time perception.3
Just my imagination: The influence of celebrities’ romantic relationship announcements on romance fans and friendship fans.3
The impact of domain-specific interest on exemplification effects in sports media.3
Pressure, preoccupation, and porn: The relationship between internet pornography, gendered attitudes, and sexual coercion in young adults.3
Examining the postpartum period through social media: A content and thematic analysis of #postpartum Instagram posts.3
Further tests of the media violence–aggression link: Replication and extension of the 7 Nations Project with multiple Latinx samples.3
Mimetic representations of the COVID-19 pandemic: An analysis of objectification, anchoring, and identification processes in coronavirus memes.3
Identification with characters in parasocial relationships predicts sharing their personality traits.3
Conjuring up the departed in virtual reality: The good, the bad, and the potentially ugly.3
Female-oriented dating sims in China: Players’ parasocial relationships, gender attitudes, and romantic beliefs.3
Love, desire, and problematic behaviors: Exploring young adults’ smartphone use from a uses and gratifications perspective.3
Recognition as a measure of television exposure: Multiple measures and their relationship to theory of mind.3
Is that a real woman? Reality TV viewing and black viewers’ beliefs about femininity.3
Apologies in the #MeToo moment.3
Queer folklore: Examining the influence of fandom on sexual identity development and fluidity acceptance among Taylor Swift fans.3
If your girl only knew: The effects of infidelity-themed song lyrics on cognitions related to infidelity.3
Social norms and social identity explain the selection and anticipated enjoyment of in-group versus out-group films.3
Conceptualizing identification: A comment on Downs, Bowman, and Banks (2017).3
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