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دانلود کتاب The Oxford Handbook of Cyberpsychology

دانلود کتاب کتاب راهنمای روانشناسی سایبری آکسفورد

The Oxford Handbook of Cyberpsychology

مشخصات کتاب

The Oxford Handbook of Cyberpsychology

ویرایش:  
نویسندگان: , ,   
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 

قیمت کتاب (تومان) : 48,000

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توضیحاتی در مورد کتاب کتاب راهنمای روانشناسی سایبری آکسفورد

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.


توضیحاتی درمورد کتاب به خارجی

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.



فهرست مطالب

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




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