Readings Reverse Flashcards
Smartphones subtly undermine the emotional benefits of face-to-face interactions by causing distractions and reducing casual social interactions, thus diminishing overall well-being.
Kushlev et al. (2019)
Wearable Cognitive Assistants improve task performance by providing real-time guidance, but response latency and cognitive load must be managed for optimal effectiveness.
Klatzky & Satyanarayanan (2023)
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.
Ancis (2020)
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.
Boucher et al. (2021)
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.
Kim & Duhachek (2020)
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.
Vanman & Kappas (2019)
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.
Wykowska (2021)
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.
Koterba et al. (2021)
People seek online anonymity to avoid social judgment, protect privacy, and engage in uninhibited behavior, enabling freer self-expression without fear of repercussions.
Nitschinsk et al. (2023)
Being ghosted on mobile dating apps can decrease self-esteem through disillusionment with one’s romantic appeal, especially when perceived as unexpected and negative.
Konings et al. (2023)
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.
Cummings et al. (2023)
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.
Lee et al. (2021)
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.
Giardina et al. (2021)
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.
Nieweglowska et al. (2023)
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.
Lewandowsky et al. (2017)
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.
Shariff et al. (2021)
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.
Pan et al. (2020)
There is currently a bias towards negative literature in cyberpsychology
Fortuna (2023)