توضیحاتی در مورد کتاب :
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 افراد را به گونه ای رفتار کند 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.
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
توضیحاتی در مورد کتاب به زبان اصلی :
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.