2016 Volume 5, Issue 1 (Jan)
- Editors’ introduction.
- The price of sexy: Viewers’ perceptions of a sexualized versus nonsexualized Facebook profile photograph.
- When enemies go viral (or not)—A real-time experiment during the “Stop Kony” campaign.
- Video gamers and personality: A five-factor model to understand game playing style.
- Differential neural recruitment during violent video game play in violent- and nonviolent-game players.
- Digital games in laboratory experiments: Controlling a complex stimulus through modding.
- Just “harmless entertainment”? Effects of surveillance reality TV on physical aggression.
- We could never be friends: Representing cross-sex friendship on celebrity gossip web sites. |
- “Technoference”: The interference of technology in couple relationships and implications for women’s personal and relational well-being.
2016 Volume 5, Issue 2 (Apr)
- Identity and self-presentation on social networking web sites: A comparison of online profiles of Chinese and American emerging adults.
- Violent entertainment and cooperative behavior: Examining media violence effects on cooperation in a primarily Hispanic sample.
- Immersed in violence: Presence mediates the effect of 3D violent video gameplay on angry feelings.
- How the quantity and quality of electronic gaming relates to adolescents’ academic engagement and psychosocial adjustment.
- Enjoyment of a counter-hedonic serious digital game: Determinants and effects on learning and self-efficacy.
- Predicting cyberbullying from anonymity.
- Online aggression: The influences of anonymity and social modeling.
- The endorsement of commentator opinion: A case of manufactured consent?