yusuke1997/dblp-id-title huggingface dataset:
Young people and false information: A scoping review of responses, influential factors, consequences, and prevention programs
Leveraging your knowledge to my performance: The impact of transactive memory capability on job performance in a social media environment
"Why are they commenting on his page?": Using Facebook profile pages to continue connections with the deceased
Teacher regulation of multiple computer-supported collaborating groups
Cyberbullying in the university setting. Relationship with family environment and emotional intelligence
Problematic Internet use and psychosocial well-being: development of a theory-based cognitive-behavioral measurement instrument
A literature survey on older adults' use of social network services and social applications
Examining satisfaction with the experience during a live chat service encounter-implications for website providers
Virtual influencers' attractiveness effect on purchase intention: A moderated mediation model of the Product-Endorser fit with the brand
Let voice assistants sound like a machine: Voice and task type effects on perceived fluency, competence, and consumer attitude
Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth
The hidden gender effect in online collaboration: An experimental study of team performance under anonymity
Virtual perceived emotional intelligence: How high brand loyalty video game players evaluate their own video game play experiences to repair or regulate emotions
Emotion, attitudes, norms and sources: Exploring sharing intent of disgusting online videos
Third-party punishment and its neural mechanisms in the digital age: An fNIRS investigation of subjective social class and moral orientation
Social and delay discounting in a behavioral economic analysis of bystanders' helping cyberbullying victims: The moderating role of gender
The interplay between time perspective, internet use and smart phone in-class multitasking: A mediation analysis
The impact of a robot's agreement (or disagreement) on human-human interpersonal closeness in a two-person decision-making task
Impacts of behavioral engagement and self-monitoring on the development of mental models through serious games: Inferences from in-game measures
Exploring consumer perceived risk and trust for online payments: An empirical study in China's younger generation
An investigation on teaching performances of model-based flipping classroom for physics supported by modern teaching technologies
Toward dynamic pain expressions in avatars: Perceived realism and pain level of different action unit orders
A multi-analytical approach to predict the Facebook usage in higher education
Explaining the adoption of social networks sites for sharing user-generated content: A revision of the UTAUT2
Perceived realism in shooting games: Towards scale validation
The dynamics of a MOOC's learner-learner interaction over time: A longitudinal network analysis
Describing the strategies used for dealing with email interruptions according to different situational parameters
Who gets the blame for service failures? Attribution of responsibility toward robot versus human service providers and service firms
Trait anger and cyberbullying among young adults: A moderated mediation model of moral disengagement and moral identity
A social cognition perspective on autonomous technology
"I feel like everyone does it"- adolescents' perceptions and awareness of the association between humour, banter, and cyberbullying
Design and evaluation of a mobile phone-based health intervention for patients with hypertensive condition
Civic activism online: Making young people dormant or more active in real life?
Assessing the determinants of internet banking adoption intentions: A social cognitive theory perspective
Exploring conversation topics in conversational artificial intelligence-based social mediated communities of practice
Use of a non-human robot audience to induce stress reactivity in human participants
Anthropomorphism brings us closer: The mediating role of psychological distance in User-AI assistant interactions
A systematic mapping study on using social media for business process improvement
Did IT consulting firms gain when their clients were breached?
Effects of mobile instant messenger use on acculturative stress among international students in South Korea
Predictors of electronic word-of-mouth behavior on social networking sites in the United States and Korea: Cultural and social relationship variables
Effect of online social networking on student academic performance
HAPshop: How haptic information affects consumers' purchase intentions toward online products
The distraction effect. Political and entertainment-oriented content on social media, political participation, interest, and knowledge
Adoption of online follow-up service by patients: An empirical study based on the elaboration likelihood model
Self-efficacy beliefs, computer training and psychological well-being among information and communication technology workers
What makes you tick? The psychology of social media engagement in space science communication
The extended warming effect of social media: Examining whether the cognition of online audiences offline drives prosocial behavior in 'real life'
Who wants to play? Cueing perceived sex-based stereotypes of games
Why do women write personal blogs? Satisfying needs for self-disclosure and affiliation tell part of the story
Do social features help in video-centric online learning platforms? A social presence perspective
Can the use of cognitive and metacognitive self-regulated learning strategies be predicted by learners' levels of prior knowledge in hypermedia-learning environments?
Awareness of group performance in a CSCL-environment: Effects of peer feedback and reflection
Interacting with medical artificial intelligence: Integrating self-responsibility attribution, human-computer trust, and personality
Enjoyment fosters media use frequency and determines its relational outcomes: Toward a synthesis of uses and gratifications theory and media multiplexity theory
Studying inquiry learning with FILE
Symptomatology, risk, and protective factors of gaming disorder: A network analytical approach
Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016
Expressive participation in Internet social movements: Testing the moderating effect of technology readiness and sex on student SNS use
Grit in the path to e-learning success
Factors influencing the consumer adoption of Facebook: A two-country study of youth markets
The effects of need for cognition on Internet use
Smartphone and the brain: Stress and self-control mediate the association between the connectome-based predictive modeling of fMRI brain network and problematic smartphone use
Designing self-ordering kiosk for older adults: Familiarity design focusing on representation, manipulation, and organization
Effects of gain-versus loss-framed performance feedback on the use of fitness apps: Mediating role of exercise self-efficacy and outcome expectations of exercise
An experimental investigation of adolescent and young adult responses to stigmatizing and supportive social media posts in response to a depressed peer
Learning about abstract systems: Understanding children's journey in grasping internet principles across age groups in a mixed-methods experimental study
Using a combined AHP and PLS path modelling on blog site evaluation in Taiwan
Prediction of esports competition outcomes using EEG data from expert players
Assessing the acceptance of technological implants (the cyborg): Evidences and challenges
"They bought it, therefore I will buy it": The effects of peer users' conversion as sales performance and entrepreneurial sellers' number of followers as relationship performance in mobile social commerce
Costly but effective: Comparing the factors that influence employee anti-malware behaviours
Determinants of perceived usefulness of e-learning systems
Eliciting children's recall of events: how do computers compare with humans?
Sharing and storage behavior via cloud computing: Security and privacy in research and practice
Introducing a procedure for developing a novel centrality measure (Sociability Centrality) for social networks using TOPSIS method and genetic algorithm
Virtual empathy: Positive and negative impacts of going online upon empathy in young adults
The media inequality: Comparing the initial human-human and human-AI social interactions
Initial feasibility of a researcher configurable computerized self-monitoring system
Me, myself, and I: Image concerns and honesty in immersive VR
Grounded design: Design patterns as the link between theory and practice
Learning from abstract and contextualized representations: The effect of verbal guidance
The immersive impact of meta-media in a virtual world
English speaking with artificial intelligence (AI): The roles of enjoyment, willingness to communicate with AI, and innovativeness
The role of multidimensional switching barriers on the cognitive and affective satisfaction-loyalty link in mobile communication services: Coupling in moderating effects
The impact of head movements on user involvement in mediated interaction
The antecedents of cyberloafing: A case study in an Iranian copper industry
Structural validation and cross-cultural robustness of the European Cyberbullying Intervention Project Questionnaire
Do pokers players know how good they are? Accuracy of poker skill estimation in online and offline players
Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes
Protective factors contributing to adolescents' multifaceted digital resilience for their wellbeing: A socio-ecological perspective
Do males and females think in the same way? An empirical investigation on the gender differences in Web advertising evaluation
Computerized screening for DSM classifications using CBCL/YSR extended checklists: a clinical try-out
The moderating effect of mindset on the relationship between university students' critical feedback-seeking and learning
Who needs What Support? Exploring the relationship between intergenerational support and digital media use among Chinese older adults: A latent profile analysis
Supporting co-creation with software, the idSpace platform
Corrigendum to "A conceptual framework for understanding and identifying gamblified experiences" [Computers in Human Behavior 152 (2024) 108087
A picture is worth a thousand connections: the facilitative effects of diagrams on mental model development and task performance
A mediational study of computer attitudes, experience, and training interests among people with severe mental illnesses
Individual differences predicting social connectedness derived from Facebook: Some unexpected findings
Life in the Bubble: Examining the forwarding of political videos
Corrigendum to "Relationships among smartphone addiction, stress, academic performance, and satisfaction with life" [Computers in Human Behavior 57 (April 2016) 321-325]
The relationships between learner variables, tool-usage behaviour and performance
Paradigmatic Dimensions of Instrumentation and Analytic Methods in Research on Self-Regulated Learning
The Lecomps5 framework for personalized web-based learning: A teacher's satisfaction perspective
A process model of cyberbullying in adolescence
There's No place like home: Understanding users' intentions toward securing internet-of-things (IoT) smart home networks
Fighting cyberbullying with past: The buffering effect of nostalgia
Effects of visual and linguistic anthropomorphic cues on social perception, self-awareness, and information disclosure in a health website
System-justifying belief alleviates online privacy concerns: The mediating role of relatedness satisfaction and general trust
The moderating effects of gender on e-commerce systems adoption factors: An empirical investigation
The relationship between schizotypal personality and internet addiction in university students
Social relationships and social media addiction among adolescents: Variable-centered and person-centered approaches
Spanish validation of the Internet Gaming Disorder-20 (IGD-20) Test
Affective, anxiety and behavioral effects of an aversive stimulation during a simulated navigation task within a virtual environment: A pilot study
Improving retention rate and response quality in Web-based surveys
Internet use and cyberbullying: Impacts on psychosocial and psychosomatic wellbeing among Chinese adolescents
Smartphone withdrawal creates stress: A moderated mediation model of nomophobia, social threat, and phone withdrawal context
Does internet dependence affect young people's psycho-social status? Intrafamilial and social relations, impulse control, coping ability and body image
Learning from customer interaction: How merchants create price-level propositions for experience goods in hybrid market environments
The gorilla in the room: The impacts of video-game play on visual attention
Effects of automated communication on team members' activity and social presence awareness, commitment, and motivation in human-autonomy teams
Loneliness and excessive smartphone use among Chinese college students: Moderated mediation effect of perceived stressed and motivation
The impact of digital libraries on cognitive processes: psychological issues of hypermedia
Customers' reactions to technological products: The impact of implicit theories of intelligence
Online gaming, loneliness and friendships among adolescents and adults with ASD
What motivates people to continuously post selfies? The moderating role of perceived relative advantage
Good in arts, good at computer? Rural students' computer skills are bolstered by arts and science literacies
Awe in the metaverse: Designing and validating a novel online virtual-reality awe-inspiring training
Identity construction on Facebook: Digital empowerment in anchored relationships
Exploring 360-degree virtual reality videos for CSR communication: An integrated model of perceived control, telepresence, and consumer behavioral intentions
Linking gamers' competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator
What drives addiction on social media sites? The relationships between psychological well-being states, social media addiction, brand addiction and impulse buying on social media
Understanding lurkers in online communities: A literature review
Situated learning with co-operative agent simulations in team training
Shifting from an audience to an active public in social viewing: Focusing on the discussion network
Using gameplay data to examine learning behavior patterns in a serious game
Attention aware systems: Introduction to special issue
Does social capital affect SNS usage? A look at the roles of subjective well-being and social identity
Motives for Facebook use and expressing "true self" on the Internet
Facebook as learning platform: Argumentation superhighway or dead-end street?
What's on the other side of the great firewall? Chinese Web users' motivations for bypassing the Internet censorship
The effect of an avatar's emotional expressions on players' fear reactions: The mediating role of embodiment
When friends argue: Learning from and through social network site discussions
Functions of control mechanisms in mitigating workplace loafing; evidence from an Islamic society
A Bayesian sequential procedure for determining the optimal number of interrogatory examples for concept-learning
Passive social network site use and subjective well-being: A moderated mediation model
The impact of learner metacognition and goal orientation on problem-solving in a serious game environment
Optimal design feature of computer-assisted reading instruction for students with reading difficulties? A Bayesian network meta-analysis
Effects of childhood adversity on smartphone addiction: The multiple mediation of life history strategies and smartphone use motivations
What kind of news gatekeepers do we want machines to be? Filter bubbles, fragmentation, and the normative dimensions of algorithmic recommendations
Computer anxiety: the role of psychological gender
Learning experience assessment through players chat content in multiplayer online games
The forgotten teammate: Considering the labor perspective in human-autonomy teams
Developing a computerized test of perceptual/clerical speed
Big data management capabilities in the hospitality sector: Service innovation and customer generated online quality ratings
Video games and the perception of very long durations by adolescents
Objectification and racial homophily among Black men who have sex with men logged on to Grindr
Factors influencing fake news rebuttal acceptance during the COVID-19 pandemic and the moderating effect of cognitive ability
Learning in virtual environments: Some discrepancies between laboratory- and Internet-based research on associative learning
Does mIM experience affect satisfaction with and loyalty toward O2O services?
Website design in an international context: The role of gender in masculine versus feminine oriented countries
Phishing threat avoidance behaviour: An empirical investigation
Mobile instant messaging or face-to-face? Group interactions in cooperative simulations
Understanding individual-level digital divide: Evidence of an African country
How social is Twitter use? Affiliative tendency and communication competence as predictors
Finding meaning in a hopeless place? The construction of meaningfulness in digital microwork
The effects of second-screen viewing and the goal congruency of supplementary content on user perceptions
Culture, gender and information technology use: A comparison of Chinese and US children
Why we believe the computer when it lies
Online cancer information seeking increases cancer worry
COVID-19 and digital inequalities: Reciprocal impacts and mitigation strategies
Augmented reality technology combined with three-dimensional holography to train the mental rotation ability of older adults
Cyberbullying and traditional bullying involvement among heterosexual and non-heterosexual adolescents, and their associations with age and gender
Branded mobile application adoption and customer engagement behavior
Measurement development for cultural characteristics of mobile Internet users at the individual level
An investigation of user communication behavior in computer mediated environments
Key values driving continued interaction on brand pages in social media: An examination across genders
A multivariate investigation of gender differences in the number of online tests received-checking for perceived self-regulation
The public as active agents in social movement: Facebook and Gangjeong movement
How does adding versus self-generating a hierarchical outline while learning from a multimedia document influence students' performances?
University instructors' concerns and perceptions of technology integration
Critical consumers: How do young women with high autonomous motivation for exercise navigate fitness social media?
Cyberbullying among high school students in Japan: Development and validation of the Online Disinhibition Scale
The relationship of (perceived) epistemic cognition to interaction with resources on the internet
A fully personalization strategy of E-learning scenarios
Seclusion in adolescents with IGD: New diagnostic criteria or measure of severity?
The development of pre-service teachers' knowledge: A contemplative approach
The use of support devices in electronic learning environments
Effectiveness of gamification in the engagement of students
The relationship between perceived e-service quality and brand equity: A simultaneous equations system approach
Dynamic resource allocation for exploitation and exploration with ambidexterity: Logical mechanism and simulations
The power of eWOM: A re-examination of online student evaluations of their professors
Interaction in collaborative computer supported diagram development
A tale of two social networking sites: How the use of Facebook and Renren influences Chinese consumers' attitudes toward product packages with different cultural symbols
Eye contact in virtual reality - A psychophysiological study
Preservice teachers' recognition of source and content bias in educational application (app) reviews
Wearable technologies: The role of usefulness and visibility in smartwatch adoption
Survey method matters: Online/offline questionnaires and face-to-face or telephone interviews differ
The relations between executive functions, media multitasking and polychronicity
Is lurking an anxiety-masking strategy on social media sites? The effects of lurking and computer anxiety on explaining information privacy concern on social media platforms
The influence of prior knowledge structures on website attitudes and behavioral intentions
Online sexist meme and its effects on moral and emotional processes in social media
Online consumer loyalty: Why e-tailers should seek a high-profile leadership position
Fear of missing out, need for touch, anxiety and depression are related to problematic smartphone use
Corrigendum to "Problem solving through digital game design: A quantitative content analysis" [Computers in Human Behavior 73 (2017) 28-37]
Youth sexting and associations with parental media mediation
The effects of home page design on consumer responses: Moderating role of centrality of visual product aesthetics
Audience design in Twitter: Retweeting behavior between informational value and followers' interests
Managing peer relationships online - Investigating the use of Facebook by juvenile delinquents and youths-at-risk
Understanding WeChat users' liking behavior: An empirical study in China
Facilitating personal deliberation online: Immediate effects of two ConsiderIt variations
Beyond the lab: Investigating early adolescents' cognitive, emotional, and arousal responses to violent games
Who benefits from online art viewing, and how: The role of pleasure, meaningfulness, and trait aesthetic responsiveness in computer-based art interventions for well-being
Automated journalism: The effects of AI authorship and evaluative information on the perception of a science journalism article
Introducing the familiarity mechanism: A unified explanatory approach for the personalization effect and the examination of youth slang in multimedia learning
Online engagement in social media: A cross-cultural comparison
Effectiveness of on-screen pinyin in learning Chinese: An expertise reversal for multimedia redundancy effect
Automated computer-based feedback in expressive writing
Factors influencing information distortion in online deliberations: The effects of informational characteristics and regulatory focus
Perceived stress and mobile phone addiction in Chinese adolescents: A moderated mediation model
The effect of affordance on deliberation when retweeting: From the perspective of expression effect
Computer-mediated persuasion in online reviews: Statistical versus narrative evidence
Determinants of continuance intention factor in Kuwait communication market: Case study of Zain-Kuwait
Antecedents of computer self-efficacy: A study of the role of personality traits and gender
Serious games for emergency preparedness: Evaluation of an interactive vs. a non-interactive simulation of a terror attack
Evaluating the influence of YouTube advertising for attraction of young customers
"Working out for likes": An empirical study on social influence in exercise gamification
Talking to a bot or a wall? How chatbots vs. human agents affect anticipated communication quality
High tech crime, high intellectual crime? Comparing the intellectual capabilities of cybercriminals, traditional criminals and non-criminals
Driving is not a game: Video game experience is associated with risk-taking behaviours in the driving simulator
Deeper learning in collaborative concept mapping: A mixed methods study of conflict resolution
Reference-dependent preferences on smart phones in South Korea: Focusing on attributes with heterogeneous preference direction