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      The Age of Cyberpsychology: An Overview

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          Abstract

          This article serves as an overview and introduction to the discipline of cyberpsychology. Research and scholarship on the interaction of technology and human behavior through the lens of psychology has exploded, and relatedly the field of cyberpsychology. The internet has transformed social interactions, communication patterns, and even our identities. Research literature and presentations in the area of cyberpsychology have primarily attended to personality variables, perceptual processes, emotional functioning, and behavioral responses. Five major areas identified in the literature as especially relevant to the field are examined, including online behavior and personality; social media use and psychological functioning; games and gaming; telepsychology; and virtual reality, artificial intelligence, and applications. In addition, future directions in cyberpsychology as it relates to ethics, clinical work, age and disability, education and training, and research are discussed. As the field of cyberpsychology is relatively in its infancy, psychologists are well positioned to inform this innovative discipline through interdisciplinary collaborations.

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          Digital Natives, Digital Immigrants Part 1

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            The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study.

            Over the last decade, research into "addictive technological behaviors" has substantially increased. Research has also demonstrated strong associations between addictive use of technology and comorbid psychiatric disorders. In the present study, 23,533 adults (mean age 35.8 years, ranging from 16 to 88 years) participated in an online cross-sectional survey examining whether demographic variables, symptoms of attention-deficit/hyperactivity disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety, and depression could explain variance in addictive use (i.e., compulsive and excessive use associated with negative outcomes) of two types of modern online technologies: social media and video games. Correlations between symptoms of addictive technology use and mental disorder symptoms were all positive and significant, including the weak interrelationship between the two addictive technological behaviors. Age appeared to be inversely related to the addictive use of these technologies. Being male was significantly associated with addictive use of video games, whereas being female was significantly associated with addictive use of social media. Being single was positively related to both addictive social networking and video gaming. Hierarchical regression analyses showed that demographic factors explained between 11 and 12% of the variance in addictive technology use. The mental health variables explained between 7 and 15% of the variance. The study significantly adds to our understanding of mental health symptoms and their role in addictive use of modern technology, and suggests that the concept of Internet use disorder (i.e., "Internet addiction") as a unified construct is not warranted.
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              The Motivational Pull of Video Games: A Self-Determination Theory Approach

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                Author and article information

                Journal
                Technology, Mind, and Behavior
                American Psychological Association
                2689-0208
                September 18, 2020
                : 1
                : 1
                Affiliations
                [1]New Jersey Institute of Technology
                Author notes
                Action Editor: Danielle S. McNamara was the action editor for this article.
                Disclosure: The author has no known conflict of interest to disclose.
                Disclaimer: Interactive content is included in the online version of this article.
                [*] Julie R. Ancis, New Jersey Institute of Technology, 431 Cullimore Hall, University Heights, Newark, NJ, USA julieancis@gmail.com
                Author information
                https://orcid.org/0000-0001-5314-4524
                Article
                2020-68826-001
                10.1037/tmb0000009
                a9b302f4-cf59-4c2c-937b-6bd624af8ca9
                © 2020 The Author(s)

                This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC-BY-NC-ND). This license permits copying and redistributing the work in any medium or format for noncommercial use provided the original authors and source are credited and a link to the license is included in attribution. No derivative works are permitted under this license.

                History

                Education,Psychology,Vocational technology,Engineering,Clinical Psychology & Psychiatry
                virtual environments,telepsychology,virtual reality,artificial intelligence,social media

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