Readings Flashcards

1
Q

Kushlev et al. (2019)

A

Smartphones subtly undermine the emotional benefits of face-to-face interactions by causing distractions and reducing casual social interactions, thus diminishing overall well-being.

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2
Q

Klatzky & Satyanarayanan (2023)

A

Wearable Cognitive Assistants improve task performance by providing real-time guidance, but response latency and cognitive load must be managed for optimal effectiveness.

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3
Q

Ancis (2020)

A

Cyberpsychology explores how technology affects human behavior, covering online behavior, social media, gaming, telepsychology, and virtual reality, with significant focus on ethics and clinical applications.

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4
Q

Boucher et al. (2021)

A

AI chatbots in digital mental health interventions can enhance diagnostics and symptom management, improve engagement, and potentially improve mental health outcomes, though more rigorous research is needed to confirm their effectiveness and address ethical concerns.

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5
Q

Kim & Duhachek (2020)

A

Artificial agents are more persuasive with low-construal messages due to their perceived lack of autonomous goals, but learning capabilities can make high-construal messages more effective.

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6
Q

Vanman & Kappas (2019)

A

Social robots, designed to interact with humans, are perceived both positively and negatively. People tend to categorize these robots as outgroup members, which can lead to both empathy and threat perceptions. As robots become more human-like, they may challenge human distinctiveness and elicit mixed reactions of empathy and unease.

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7
Q

Wykowska (2021)

A

Robots help understand human cognition by providing higher ecological validity and better experimental control, replicating mechanisms like joint attention and sense of agency in naturalistic settings.

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8
Q

Koterba et al. (2021)

A

Grandiose and exhibitionistic narcissism correlate with higher selfie-taking rates, especially solo selfies. Women take more selfies with others than men, and narcissistic motives are common for posting selfies.

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9
Q

Nitschinsk et al. (2023)

A

People seek online anonymity to avoid social judgment, protect privacy, and engage in uninhibited behavior, enabling freer self-expression without fear of repercussions.

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10
Q

Konings et al. (2023)

A

Being ghosted on mobile dating apps can decrease self-esteem through disillusionment with one’s romantic appeal, especially when perceived as unexpected and negative.

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11
Q

Cummings et al. (2023)

A

Psychological traits like immersive tendencies, absorption, and sensation seeking significantly predict the adoption and sustained use of VR technology, with belief in science also influencing usage patterns.

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12
Q

Lee et al. (2021)

A

Violent video games can lower aggression among heavy players (catharsis hypothesis) or increase it (stimulation hypothesis) depending on the statistical model used, highlighting the model’s importance.

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13
Q

Giardina et al. (2021)

A

Socially meaningful online gaming can reduce emotional distress during COVID-19 self-isolation, while problematic gaming may increase it, highlighting the importance of gaming patterns on mental health.

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14
Q

Nieweglowska et al. (2023)

A

Deepfakes exploit people’s tendencies to reinforce their own beliefs and social identity, leading to radicalization. Despite their believability, people share deepfakes more for social and ideological reinforcement than for factual accuracy.

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15
Q

Lewandowsky et al. (2017)

A

It highlights that misinformation can persist even after correction and emphasizes the need for solutions that incorporate political, technological, and societal contexts. The authors propose “technocognition,” a multidisciplinary approach that uses cognitive science to design better information architectures, aiming to counter the spread of misinformation and its societal impacts.

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16
Q

Shariff et al. (2021)

A

The privacy paradox arises from an evolutionary mismatch; digital environments lack cues to trigger evolved privacy intuitions, causing a gap between privacy concerns and behaviors.

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17
Q

Pan et al. (2020)

A

The study noted that GIA prevalence increased over time and varied significantly with different assessment tools, while IGD prevalence was consistent across different regions and tools.

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18
Q

Fortuna (2023)

A

There is currently a bias towards negative literature in cyberpsychology

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19
Q

Ferrari et al. (2016)

A

High humanoid robots threatens human’s unique identity, supporting the distinctiveness hypothesis and extends the uncanny valley theory. Appearance drove these fears rather than attribution of mind or human nature.

20
Q

Rosenthal-von der Pütten et al. (2013)

A

Media equation theory - humans exhibit strong emotions towards robots. Torture vs kindness study.

21
Q

Suzuki et al. (2015)

A

Hand torture study. Different early stage of neurological processing but becomes more similar. Indicates that the initial perspective-taking process is more challenging with robots.

22
Q

Ceh and Vanman (N.D.)

A

Found that more human-like robots elicited greater empathy and threat responses.

Did not find evidence suggesting that naming and gendering robots increased concern, empathy, propensity for evil or blurred boundaries.

23
Q

Sommer et al. (2019)

A

Children consider robots holding a moral status in-between humans and inanimate objects. Moral concern increased with age.

24
Q

Ceballos et al. (2024)

A

Sadfishing is when individuals exaggerate their emotional state online to gain sympathy. Found that denial as a coping strategy, attention-seeking behaviour, and using social media while intoxicated were significant predictors of sadfishing.

25
Q

Bunker and Kwan (2024)

A

Boomers perceive themselves as similar online as they do offline, whereas Gen Z see their online and offline selves as different. Have a greater distinction between online and offline behaviour predicted to better outcomes.

26
Q

Khamis et al. (2016)

A

Online influencers engage in “self-branding.” Leads to opportunities and challenges such as the need for consistent self-presentation.

27
Q

Huston et al. (2001)

A

Disillusionment model. Idealisation > Encounter with reality > Disillusionment > Adjustment > New understanding.
Common for new relationships, especially online.

28
Q

Burgoon & Jones (1976)

A

Expectancy violation theory.

29
Q

Phillip et al. (2012)

A

Virtual humans in VR were shown to increase the participant’s facial expressions.

30
Q

Premkumar et al. (2022)

A

VR was shown to be effective in reducing anxiety.

31
Q

Raeder et al. (2020)

A

Exposure therapy using VR for arachnophobia was effective.

32
Q

Lindley (2003)

A

Distinguishes between game forms and functions based on narrative, repetitive gameplay, and simulation.

33
Q

Norman et al. (2016)

A

Further split video game classification with immersion and skill factor profiles

34
Q

Anderson and Dill (2000)

A

Found that violent video games increases agressive thoughts and behaviour through general affective agression model.

35
Q

Cole and Griffiths (2007)

A

Gaming can be used as a social space.

36
Q

Ajzen (1985)

A

Theory of planned behaviour. Attitudes, subjective norms and perceived behavioural control modifies intentions and subsequently behaviours.

37
Q

Engstrom et al. (2023)

A

Countries that had more exposure to the internet had less restrictive preferences for online self-disclosure. (Norms)

38
Q

Brandimarte et al. (2013)

A

The “Control Paradox”
- increased perceived control over privacy settings actually leads to more information being disclosed!
Increased perceived control leads to increased disclosure.

39
Q

Ma & Chen (2023)

A

People tend to be overconfident with the amount of knowledge they have about privacy.
Suggests training.

40
Q

Cai (2023)

A

Sharenting is the idea that parents have a perceived ownership over their child’s information. Leads to the sharing of information without consent. 95% of parents have shared information. They are motivated to update family and friends, and overshare because do not consider the other audience.

41
Q

Montag et al. (2021)

A

Suggests a split between predominantly mobile and predominantly non-mobile for internet used disorders.
Different behavioural patterns

42
Q

Haidt (2024)

A

Suggests that decreases in mental well-being for young people can be linked to an increase in mobile phone and social media usage.

43
Q

Odgers (2024)

A

Found mixed or small correlations for Haidt’s graphs. People who are more depressed are more likely to use social media.

44
Q

Orben (2024)

A

Mechanisms linking social media use to adolescent mental health vulnerability.
Developmental sensitivity.
Social media affordances (how the website works).

45
Q

Vanman et al. (2018)

A

Those who abstained from facebook for five days had lower cortisol levels (stress) and lower life satisfaction.