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ویرایش: نویسندگان: Alison Attrill-Smith, Chris Fullwood, Melanie Keep and Daria J. Kuss سری: Oxford Library of Psychology ISBN (شابک) : 2019940478, 9780198812746 ناشر: Oxford University Press سال نشر: 2019 تعداد صفحات: 779 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 5 مگابایت
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در صورت تبدیل فایل کتاب The Oxford Handbook of Cyberpsychology به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب کتاب راهنمای روانشناسی سایبری آکسفورد نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
اینترنت آنقدر در زندگی روزمره نقش دارد که نمی توان بدون آن به زندگی فکر کرد. اینترنت دنیایی از امکانات را به روی مردم در سرتاسر جهان میگشاید، از پیدا کردن عشق، انجام تجارت، دریافت توصیههای بهداشتی، خرید، بانکداری و بازی. با وجود تمام ویژگیهای مثبت، محیطی است که در آن شاهد بدترین رفتارهای انسانی هستیم - جرایم سایبری، دخالت در انتخابات، اخبار جعلی، و ترولینگ تنها چند نمونه هستند. چه چیزی در این محیط منحصر به فرد وجود دارد که می تواند باعث شود مردم به گونه ای رفتار کنند که در زندگی واقعی به آن فکر نمی کنند. درک فرآیندهای روانشناختی زیربنای و تأثیرگذار بر تفکر، تفسیر و رفتار مرتبط با این اتصال آنلاین، فرض اصلی روانشناسی سایبری است. کتاب راهنمای روانشناسی سایبری آکسفورد طیف گستردهای از فرآیندها و فعالیتهای روانشناسی سایبری را از طریق تحقیقات و نوشتههای برخی از کارشناسان برجسته روانشناسی سایبری در جهان بررسی میکند. این کتاب به هشت بخش تقسیم شده است که موضوعات مختلفی مانند روشهای تحقیق آنلاین، ارائه خود و مدیریت برداشت، فناوری در طول عمر، تعامل و تعامل، گروهها و جوامع آنلاین، رسانههای اجتماعی، سلامت و فناوری، بازیهای ویدیویی و جرایم سایبری و امنیت سایبری را پوشش میدهد. . کتاب راهنمای روانشناسی سایبری آکسفورد برای کسانی که به تازگی این رشته را کشف کردهاند و همچنین محققان و معلمان با تجربهتر روانشناسی سایبری، خواندنی مهم خواهد بود.
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.
Cover The Oxford Handbook of CYBERPSYCHOLOGY Copyright Acknowledgments Table of Contents List of Contributors Volume Introduction Part I: Introduction and Foundations (edited by Dr Alison Attrill-Smith) Part II: Technology Across the Lifespan (edited by Dr Melanie Keep) Part III: Interaction and Interactivity (edited by Dr Chris Fullwood) Part IV: Groups and Communities (edited by Dr Melanie Keep) Part V: Social Media (edited by Dr Chris Fullwood) Part VI: Health and Technology (edited by Dr Daria J. Kuss) Part VII: Gaming (edited by Dr Daria J. Kuss) Part VIII: Cybercrime and Cybersecurity (edited by Dr Alison Attrill-Smith) Concluding statements Part I: INTRODUCTION AND FOUNDATIONS Chapter 1: Cyberpsychology Research Methods Introducing Research Methods The Role of Measurement Types of Research Methods Observational Research Correlational Designs and Survey Designs External Validity and Random Sampling Scale Construction Issues and Limitations Experimental Methods Description Internal Validity Field Experiment Issues and Limitations Online Research Methods Emerging Research Methods Research Ethics Conclusion References Chapter 2: The Online Self Introduction Multiple Selves Who Am I Online? Theories of Self Goffman’s Theory of Self-Presentation Arkin’s Self-Presentation Strategies Self-Discrepancy Theory (SDT) Social Information Processing Theory (SIP) Hyperpersonal Communication Model (HPCM) Uses and Gratifications Theory Morals and Social Norms The Unhealthy Self Conclusions References 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 References Chapter 4 Personality and Internet Use: TheCase of Introversion and Extroversion Introduction The Unique Components of the Internet Environment Anonymity Control over Physical Appearance Greater Control over Interaction Finding Similar Others High Accessibility Fun Equality Extroversion–Introversion Who Actually Gets Richer? Online Compensation for Inhibition Online Chat Blog The Fantasy World Future Research Final Word References 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 Social Norms Theory Cultivation Theory Substance Use, Media Use, and Young People Facebook Twitter Instagram and Snapchat Online Marketing Sex, Media Use, and Young People Sexting (Sex Texts) Sexualized Content on Social Media Pornography Revenge Porn Miscellaneous Unhealthy Behaviors Online Communicating with Strangers Online/Teen Dating Websites Negative Impact of Social Media on Relationships Eating Disorders and Self-Harm Websites Websites with Racist Content Recruitment and Susceptibility Consequences for Victims of Online Hate Sites Practical Considerations and Future Direction Summary References 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 References 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 References Chapter 8: Older Adults and Digital Technologies Introduction The Context of Population Aging Technology and Aging Definitions Technology to Support Older People Digital Technology Use by Older People Technology for Health and Aging in Place Potential of Technology The Evidence What Are the Issues? So What Is Needed? Where to from Here? Conclusion References Part III: INTERACTION AND INTERACTIVITY Chapter 9: TEXTESE: LANGUAGE IN THE ONLINE WORLD Introduction Categorizing Textisms Collecting Digital Messages Self-Report Message Translation Message Elicitation Naturalistic Messages The Nature of Digital Communication Language Emoticons Determinants of Differences in Textese Use Textese and Literacy Relationships between Textese and Literacy in Children Relationships between Textese and Grammar in Children Relationships between Textese and Literacy/Grammar in Adults Using Textese in the Social Context: Reasons and Responses Conclusions References 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 References 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 Catfishing Up-Dating Summary References 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 Partner Choice Social Anxiety Personality Attitudes The Interpersonal Connection Behaviors Framework Positive Consequences of Online Interactions: Relationship-Building Processes Self-Disclosure Frequency of Online Self-Disclosure Consequences of Online Self-Disclosure Social Support Online Social Support in Support Groups Social Support on Social Networking Sites Overall Conclusions Negative Consequences of Online Interactions: Social Comparison and Loneliness Risks of Interpersonal Interaction: Social Comparison Risks of Interpersonal Interaction: Loneliness Conclusion References Part IV: GROUPS AND COMMUNITIES Chapter 13: Online Support Communities Introduction and Background What Are Online Support Communities? How Popular Are Online Support Communities? Potential Advantages of Online Support Communities Potential Disadvantages of Online Support Communities Characteristics of Online Asynchronous Communication Information Quantity and Quality Lack of Control on the Quality of Information Posted Online Negative Content Who Engages with Health-related Online Support Communities? Why do People Use Online Support Communities? What do Community Members Talk about Online? Social Support Self-Help Mechanisms Theoretical Frameworks Used to Study Online Support Communities Optimal Matching Theory Uses and Gratifications Model Social Comparison Theory Empowerment Affordance Theory Participation in Online Support Communities and Psychosocial Outcomes Conclusion References Chapter 14: Digital Inclusionfor People with an Intellectual Disability Introduction People with ID and Getting Online: Contextual Underpinnings Definition Theory Policy Prevalence of Internet Use and Being Online Online Experiences of People with ID: Motivation for Online Inclusion Benefits of Being Online Social Utility Personal Identity Access to Information Occupation and Enjoyment Barriers to People with ID Getting Online Individual Micro-System Meso-System Exo-System Macro-System Chrono-System Cybercrime and Online Risk Support for Digital Inclusion Supporting People with ID to Develop Online Skills Strategies to Remove Barriers Supporting People to Manage Online Risk Conclusion References Chapter 15: The Psychology of Online Lurking Introduction Personal and Situational Determinants of Lurking Lurking as a Transformatory Process Motivations for Lurking Effects of Lurking Lurking in Online Support Groups and Health Forums Predictors of Active or Passive Participation in Online Support Groups Outcomes of Active and Passive Participation in Online Support Groups Lurking in e-Learning Environments Advantages and Disadvantages to Blended Learning Approaches Predictors of Active and Passive Participation in e-Learning Environments Outcomes of Active and Passive Participation on Education Success Recommendations for Engaging Lurkers Conclusion References 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 Nodes: People and Technology Ties: Multiplex Embedding Context Discussion References 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? Differentiating Between Platforms and Features Who Uses Social Media? Personality as a Predictor of U&G Criticisms and Caveats Conclusion References Chapter 18: Image Sharing on Social Networking Sites: Who, What, Why, and So What? Introduction What Are Facebook, Instagram, and Snapchat? Facebook Instagram Snapchat Who Shares Images on Social Networking Sites? Age Gender Personality of Users Extraversion Neuroticism Agreeableness Conscientiousness Openness to Experience Narcissism What Types of Images are Shared? Facebook Instagram Snapchat Comparing Across Platforms Motivations for Image Sharing Relationship Building and Maintenance Self-Expression and Impression Management Documenting, Surveillance/Voyeurism, and Escapism The “So What?” Factor Summary References 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 Instagram Facebook YouTube Twitter Classic Models of Collective Action Online Contexts for Collective Action—The SIDE Model Distinction Between Typesof Cyber activism Cause Advocation Normative Behavior Demonstration Content Creation Brigading Vigilantism Effects of Social Media—Activism or Slacktivism Cyberactivism Predicts Further Social Action/Engagement with Issues Cyberactivism May Undermine Activism—The Problem with Slacktivism The Dangers of Using Social Media to Recruit for a Cause Conclusion—The Future of Cyberactivism References Chapter 20: Socially Connecting Through Blogsand 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 Microblogging Vlogging Characteristics of Blogs and Bloggers Gender and Personality Blogging Motivations Intrinsic Benefits: Blogging and Mental Health Blogging for the Self Writing for Social Support Blogging for Social Connection Self-Presentation Extrinsic Benefits of Blogging: Exploiting the Social Connection Conclusions and Implications References 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 References Part VI: HEALTH AND TECHNOLOGY Chapter 22: Managing Your Health Online: Issues in the Selection, Curation, and Sharing of Digita lHealth 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 References Chapter 23: A Psychological Overview of Gaming Disorder Introduction Current Approaches to Clinical and Psychometric Assessment Controversies Conclusion Acknowledgments References 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 References 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 References Part VII: GAMING Chapter 26: Video Games and Behavior Change Introduction How Video Games Differ from Traditional Media: Situational Affordances Fantasy Migration Presence Interactivity Anonymity/Identity Multiplicity Sociability/Collaboration Perpetuity/Portability Restoration Simulated Experiences in Video Games Richness/Vividness Immersion Psychosocial Pathways for Video Games to Change Behavior Motivation Reinforcement Personalization Proteus Effect Recommendations for Game Design to Produce Behavior Change Competence Autonomy Relatedness Optimize Presence Make it Personal Application of Games in Health Behavior Change Physical Activity Diet Change Health Education Discussion and Future Directions References Chapter 27: Game Transfer Phenomena: Origin, Development, and Contributions to the Video Game Research Field Introduction Background The GTP Research Approach The Origin of GTP The GTP Framework and Definition The Phenomena Forms of Manifestation of GTP Altered Sensorial Perceptions Altered Visual Perceptions Altered Auditory Perceptions Altered Body Perceptions and Related Experiences Other Altered Sensorial Perceptions and Sensations of Unreality Automatic Mental Processes Behaviors and Actions General Characteristics of GTP Incubation Period for the Manifestation of GTP Duration and Circumstance of the Experiences Prevalence and Severity of GTP The Gamer: Underlying Individual Factors and Proneness to GTP Socio-Demographic Factors Gaming Habits Proficiency Level and Experience of Playing Video Games Psychopathological Factors Gaming Disorder and Problematic Smartphone Use Tendency to Recall Dreams Motivations for Playing and In-Game Behaviors Consequences of Playing Appraisal, Consequences, and Implications of GTP The Game Video Game Genres Associated with GTP Relevance of Gaming Platform and Video Game Features Core In-Game and Structural Characteristics Relevant for GTP Conclusions, Remarks, and Directions for Future Research Acknowledgments References Chapter 28: Psychosocial Effects of Gaming Introduction Concepts and Definitions Method of Systematic Review and Overview of the Literature Results Aggression and Violence Addiction & Problematic Gaming Associations Between Gaming and Other Forms of Psychosocial Well-Being Applications: Mental Health and Cognitive Functioning Applications: Other Health Behavior Change, Functioning, and Empowerment Discussion References 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 Acknowledgment References Chapter 30: Gaming Classifications and Player Demographics Introduction Classifying Digital Games Who is a Gamer? The Case of the “Social Gamer” Player Demographics Function Gaming for Leisure Professional Gaming Content (or Game Genre) Platform Context Methods of Collecting: Demographic Data Conclusion Appendix 1: Recommended additional questions for obtaining player demographics References Part VIII: CYBERCRIME AND CYBERSECURITY Chapter 31: The Rise of Cybercrime What is Cybercrime? Types of Cybercrime Online Black Markets Child Pornography/Child Exploitation Material (CEM)/Child Abuse Material (CAM) Online Child Predators Malware Malicious Hacking Identity Theft Fraud Copyright Infringement/Digital Piracy Cyberbullying Cyberstalking Cyberharassment Hate Speech Cyberterrorism Typologies of Cybercrime Quantifying Cybercrime Preventing Cybercrime Policing Diversion and Deterrence Developing Target Resistance safety, and increasing resilience should something go wrong.Conclusion References 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 References Chapter 33: Cybercrime and You: How Criminals Attack and the Human Factors That They Seek to Exploit Introduction The Internet and Its Significance to Us as Individuals The Prevalence of Cybercrime Types of Cybercrime Cybercrimes against Individuals: A Focus on the Core Crimes Social Engineering and Online Trickery Phishing and Its Variants Online Scams—Tech Support, Romance, and Catfishing The Challenge of Online Harassment Cyberbullying Internet Trolling and Cyberstalking Revenge Porn and Sextortion Hate Crimes Identity-Related Cybercrimes Hacking: The Dark Art Malware (Viruses, Worms, Trojans, Spyware, and Cryptojacking) Account and Password Hacking Denial-of-Service (DoS) and Ransomware Summarizing Key Human Factors, and Future Research References Chapter 34: The Group Element of Cybercrime: Types, Dynamics, and Criminal Operations Introduction Cybercrime and Online Groups Platforms Used by Online Groups: A Brief Look Groups as Perpetrators and Victims of Cybercrime How Online Criminal Groups Form and Operate Group Formation and the Platforms and Networks That Enable It Trust as a Factor for Cybercriminal Group Formation Group Operations, Their Motives and Means Conclusion References Index