ABSTRACT

This conclusion presents some closing thoughts on the key concepts discussed in the preceding chapters of this book. The book seeks to provide an insight into, and gives an overview, of some innovative research projects going on in the field of Cyberpsychology, specifically in the work of staff and students at the Institute of Art Design and Technology. It looks at how Facebook fan pages can convert into purchasing intentions. The growth of 'cybertrends' such as the Ice Bucket Challenge showed no correlation with expected factors such as extraversion, agreeableness and social desirability, but the high degree of participation was significant. Understanding addiction to gaming in the context of the game experience satisfying some unmet psychological need may help in better understanding and treating the phenomenon. In contrast, the positive effects of gaming were explored in relation to the improved problem solving and non-verbal reasoning found to be associated with playing Minecraft.