The Oxford Handbook of Cyberpsychology 1st edition by Alison AttrillSmith,Chris Fullwood,Melanie Keep- Ebook PDF Instant Download/Delivery.9780192540973,0192540971
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ISBN 10:0192540971
ISBN 13:9780192540973
Author:Alison AttrillSmith,Chris Fullwood,Melanie Keep
The internet is so central to everyday life, that it is impossible to contemplate life without it. From finding romance, to conducting business, receiving health advice, shopping, banking, and gaming, the internet opens up a world of possibilities to people across the globe. Yet for all its positive attributes, it is also an environment where we witness the very worst of human behaviour – cybercrime, election interference, fake news, and trolling being just a few examples. What is it about this unique environment that can make people behave in ways they wouldn’t contemplate in real life. Understanding the psychological processes underlying and influencing the thinking, interpretation and behaviour associated with this online interconnectivity is the core premise of Cyberpsychology. The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world’s leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology, video gaming and cybercrime and cybersecurity. The Oxford Handbook of Cyberpsychology will be important reading for those who have only recently discovered the discipline as well as more seasoned cyberpsychology researchers and teachers
The Oxford Handbook of Cyberpsychology 1st Table of contents:
Part I: Introduction and Foundations
Chapter 1. Cyberpsychology Research Methods
Introducing Research Methods
Types of Research Methods
Conclusion
Chapter 2. The Online Self
Introduction
Multiple Selves
Who Am I Online?
Theories of Self
The Unhealthy Self
Conclusions
Chapter 3. Impression Management and Self-Presentation Online
Introduction
Laying the Foundations: Defining Impression Management and Self-Presentation
Goffman and the “Performed” Self: A Theoretical Model of Impression Management
Motivations for Managing Impressions
Moving Impression-Formation Online: Anonymity and Pseudoanonymity
Walther’s Hyperpersonal Model of Computer-Mediated Communication (CMC)
How People Manage Impressions Online
Predictors of Online Self-Presentation Experimentation
Impacts of Online Self-Presentation on the Self
Conclusions
Chapter 4. Personality and Internet Use: The Case of Introversion and Extroversion
Introduction
The Unique Components of the Internet Environment
Extroversion–Introversion
Online Compensation for Inhibition
Future Research
Final Word
Part II: Technology Across the Lifespan
Chapter 5. Adolescent and Emerging Adult Perception and Participation in Problematic and Risky Online Behavior
Young People and Social Media
Theoretical Framework of Media Research
Substance Use, Media Use, and Young People
Sex, Media Use, and Young People
Miscellaneous Unhealthy Behaviors Online
Practical Considerations and Future Direction
Summary
Chapter 6. The Myth of the Digital Native and What It Means for Higher Education
Introduction
Young People’s Experiences with Technology in Higher Education
Shaping These Experiences
Implications for Higher Education
Conclusion
Chapter 7. Technology Interference in Couple and Family Relationships
Introduction
Technology Use and Relationships
A Theoretical Background
Technology Interference in Couple Relationships
Technology Interference in Parenting and Family Relationships
Summary and Future Directions
Chapter 8. Older Adults and Digital Technologies
Introduction
The Context of Population Aging
Technology and Aging
Technology for Health and Aging in Place
Where to from Here?
Conclusion
Part III: Interaction and Interactivity
Chapter 9. Textese: Language in the Online World
Introduction
Categorizing Textisms
Collecting Digital Messages
The Nature of Digital Communication Language
Determinants of Differences in Textese Use
Textese and Literacy
Using Textese in the Social Context: Reasons and Responses
Conclusions
Chapter 10. Cultural Considerations on Online Interactions
Introduction
Defining Online Social Networks
Defining Culture
Major Models of Culture: Hall’s High/Low Context Model
Major Models of Culture: Hofstede’s Various Dimensions Model
Major Models of Culture: Schwartz’s Model of Universal Human Values
OSNs, Culture, and Motivation
OSNs, Culture, and the Online Self
Online Self-concept and Culture
Online Self-Presentation and Culture
Online Self-Disclosure and Culture
Conclusion
Chapter 11. Online Romantic Relationships
Introduction
Existing Romantic Relationships in Online Spaces
Online Infidelity and Extra-Dyadic Interactions
Popularity of Online Dating
Types of Online Dating
Characteristics of Online Daters
Motivations for Online Dating
Pros of Online Dating
The Negative Side of Online Dating
Summary
Chapter 12. The Social Consequences of Online Interaction
Introduction
Research on the Consequences of Online Interaction: A Landscape of Conflict
Factors That Moderate the Consequences of Online Interaction
The Interpersonal Connection Behaviors Framework
Positive Consequences of Online Interactions: Relationship-Building Processes
Negative Consequences of Online Interactions: Social Comparison and Loneliness
Conclusion
Part IV: Groups and Communities
Chapter 13. Online Support Communities
Introduction and Background
Potential Advantages of Online Support Communities
Potential Disadvantages of Online Support Communities
Who Engages with Health-related Online Support Communities?
Why do People Use Online Support Communities?
What do Community Members Talk about Online?
Theoretical Frameworks Used to Study Online Support Communities
Participation in Online Support Communities and Psychosocial Outcomes
Conclusion
Chapter 14. Digital Inclusion for People with an Intellectual Disability
Introduction
People with ID and Getting Online: Contextual Underpinnings
Online Experiences of People with ID: Motivation for Online Inclusion
Barriers to People with ID Getting Online
Cybercrime and Online Risk
Support for Digital Inclusion
Conclusion
Chapter 15. The Psychology of Online Lurking
Introduction
Personal and Situational Determinants of Lurking
Lurking in Online Support Groups and Health Forums
Lurking in e-Learning Environments
Recommendations for Engaging Lurkers
Conclusion
Chapter 16. Conceptualizing Online Groups as Multidimensional Networks
Introduction
The Transforming Nature of Online Groups
Defining Online Groups
Prior Research on Online Groups: A Brief Review
The Multidimensional Network Framework
Online Groups as Multidimensional Networks
Discussion
Part V: Social Media
Chapter 17. Uses and Gratifications of Social Media: Who Uses It and Why?
Introduction
Uses and Gratifications
U&G Methodology
Why Do We Use Social Media?
Who Uses Social Media?
Criticisms and Caveats
Conclusion
Chapter 18. Image Sharing on Social Networking Sites: Who, What, Why, and So What?
Introduction
Who Shares Images on Social Networking Sites?
What Types of Images are Shared?
Motivations for Image Sharing
The “So What?” Factor
Summary
Chapter 19. Social Media and Cyberactivism
The Persuasive Power of Social Media
Starting and Propagating Social Media Campaigns
Motives for Using Social Media and Their Relationship with Cyberactivism
Classic Models of Collective Action
Online Contexts for Collective Action—The SIDE Model
Distinction Between Types of Cyberactivism
Effects of Social Media—Activism or Slacktivism
Conclusion—The Future of Cyberactivism
Chapter 20. Socially Connecting Through Blogs and Vlogs: A Social Connections Approach to Blogging and Vlogging Motivation
Introduction
To Be Human is to Seek Belonging
Satisfying the Need for Social Connection through Media
Face-to-Face versus Online Social Connection
Connections Made through Media are Meaningful
The Current State of Blogging
Characteristics of Blogs and Bloggers
Intrinsic Benefits: Blogging and Mental Health
Extrinsic Benefits of Blogging: Exploiting the Social Connection
Conclusions and Implications
Chapter 21. Positive Aspects of Social Media
Introduction
Connecting with Others
Social Support
Social Media and Well-being
Who Benefits Most from Social Media Use?
Social Media and Young People
Conclusion
Part VI: Health and Technology
Chapter 22. Managing Your Health Online: Issues in the Selection, Curation, and Sharing of Digital Health Information
Introduction
The Changing Face of eHealth: Peer-to-Peer Sites
Sharing and Self-disclosure within Digital Health Settings
Curating Digital Health Information
Conclusion and Future Directions
Chapter 23. A Psychological Overview of Gaming Disorder
Introduction
Current Approaches to Clinical and Psychometric Assessment
Controversies
Conclusion
Chapter 24. Mourning and Memorialization on Social Media
Introduction
Online Life, Digital Afterlife: The Posthumous Persistence of Digital Selves
Models of Bereavement
Before Facebook: Online Memorials
Continuing Bonds on Facebook
Conclusion
Chapter 25. The Therapeutic and Health Benefits of Playing Video Games
Introduction
Video Games and Cognitive Remediation
Video Games as Distractors in the Role of Pain Management
Video Games as Physiotherapy and Occupational Therapy
Video Games and the Development of Social and Communication Skills among the Learning Disabled
Video Games in Psychotherapeutic Settings
Video Games and Health Compliance
Video Games, Stress, Anxiety, and Emotional Regulation
Video Games as Physical Activity Using “Exergames”
Conclusions
Part VII: Gaming
Chapter 26. Video Games and Behavior Change
Introduction
How Video Games Differ from Traditional Media: Situational Affordances
Simulated Experiences in Video Games
Psychosocial Pathways for Video Games to Change Behavior
Recommendations for Game Design to Produce Behavior Change
Application of Games in Health Behavior Change
Discussion and Future Directions
Chapter 27. Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field
Introduction
Background
The GTP Research Approach
The Phenomena
General Characteristics of GTP
The Gamer: Underlying Individual Factors and Proneness to GTP
The Game
Conclusions, Remarks, and Directions for Future Research
Chapter 28. Psychosocial Effects of Gaming
Introduction
Concepts and Definitions
Method of Systematic Review and Overview of the Literature
Results
Discussion
Chapter 29. Enacting Immorality Within Gamespace: Where Should We Draw the Line, and Why?
Introduction
The Argument from Harm
The Argument from Meaningful Expression
The Argument from Player Motivation
Immorality as Disapproval and the Construction of an Objectified Moral Norm
Chapter 30. Gaming Classifications and Player Demographics
Introduction
Classifying Digital Games
Who is a Gamer?
The Case of the “Social Gamer”
Player Demographics
Methods of Collecting Demographic Data
Conclusion
Appendix 1: Recommended additional questions for obtaining player demographics
Part VIII: Cybercrime and Cybersecurity
Chapter 31. The Rise of Cybercrime
What is Cybercrime?
Types of Cybercrime
Typologies of Cybercrime
Quantifying Cybercrime
Preventing Cybercrime
Policing
Diversion and Deterrence
Developing Target Resistance
Conclusion
Chapter 32. Policing Cybercrime through Law Enforcement and Industry Mechanisms
Introduction
Defining Cybercrimes
Cybercrime Policing Typology
Internet Users and User Groups
Virtual Environment Security Managers
Network Infrastructure Providers (ISPs)
Corporate Security Organizations
Non-Governmental, Non-Police Organizations
Governmental Non-Police Organizations
Public Police Organizations
Law Enforcement Challenges
Industry Mechanisms
Challenges with Extralegal Efforts and Interventions
Conclusion
Chapter 33. Cybercrime and You: How Criminals Attack and the Human Factors That They Seek to Exploit
Introduction
Cybercrimes against Individuals: A Focus on the Core Crimes
Social Engineering and Online Trickery
The Challenge of Online Harassment
Identity-Related Cybercrimes
Hacking: The Dark Art
Denial-of-Service (DoS) and Ransomware
Summarizing Key Human Factors, and Future Research
Chapter 34. The Group Element of Cybercrime: Types, Dynamics, and Criminal Operations
Introduction
Cybercrime and Online Groups
How Online Criminal Groups Form and Operate
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