ABSTRACT

Human interaction with technology is constantly evolving, with rapid developments in online interaction, gaming, and artificial intelligence all impacting upon and altering our behaviour. The speed of this change has led to an urgent need for a new field of study, cyberpsychology, in order to investigate the ways in which human behaviour is affected by the addition of technology, and the benefits and risks thereof.

Cyberpsychology and Society does not offer a description of or justification for the field of study, but is rather a presentation of some of the most recent research in many key sub-topics within the area. Based on the work being done in the Institute of Art, Design and Technology (IADT) in Dublin, Ireland, Cyberpsychology and Society brings together a unique collection of writings by contributors on cyberpsychology in relation to health, education, gaming, consumer behaviour, and social change in an online world. The book focuses on the impact of societies’ increasing interaction with technology, and is a presentation of some of the most recent research in the area.

Describing cutting-edge research while employing a tone which is accessible to both students and academic staff, this book is an invaluable resource for students, researchers and academics of cyberpsychology and related areas.

chapter |8 pages

Introduction

part 1|54 pages

Cyberpsychology and wellbeing

part 2|55 pages

Cyberpsychology and social change

chapter 5|14 pages

Labyrinth of Passion on Facebook

Individuals’ attitudes towards electronic observation of romantic partners

chapter 6|11 pages

Cybertrends

An exploratory study of why individuals conform on social networking sites

chapter 7|12 pages

Homophobic Words, Face to Face and Online

An emotional hit and run

chapter 8|17 pages

Public Wi-Fi and Risk

Are individual differences associated with the decision to connect?

part 3|45 pages

Cyberpsychology and the gaming society

chapter 9|14 pages

Predictors of Video Game Addiction

Genre, gaming motivations, and trait psychological need satisfaction

chapter 10|8 pages

Mining through Maths

Minecraft play and mathematical problem solving

chapter 11|13 pages

Moving through the Uncanny Valley

The effect of technological familiarity and movement perception on the uncanny ratings of digital humanoids

chapter 12|9 pages

Violent App Games and the General Aggression Model

Arousal, affect, and access to aggressive thoughts

part 4|59 pages

Cyberpsychology and consumer behaviour

chapter 13|11 pages

Social Norms in Deception Detection in Online and Offline Communication

Understanding individual perspectives in a qualitative thematic analysis

chapter 14|15 pages

What Makes You Double-Tap?

A qualitative exploration of effective engagement with brands on Instagram

chapter 16|12 pages

From ‘Like’ to ‘Buy’

The effect of Facebook fan page type posts on purchase intention

chapter 17|5 pages

The Non Conclusion