Cyberpsychology Behavior and Social Networking

Papers
(The H4-Index of Cyberpsychology Behavior and Social Networking is 28. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-11-01 to 2025-11-01.)
ArticleCitations
Book Review: Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification, and Simulation129
Building and Investigating Digital Health Technologies to Promote Health Equity118
Rosalind Franklin Society Proudly Announces the 2023 Award Recipient for Cyberpsychology, Behavior, and Social Networking108
Acknowledgment of Reviewers 202487
Instagram Stories Unveiled: Exploring Links with Psychological Distress, Personality, and Gender72
Enhancing Physical Activity with Immersive Virtual Reality: A Systematic Review65
Cyberchondria and Chinese Adolescent Mental Health in the Age of COVID-19 Pandemic64
Digital Hate Speech Experiences Across Age Groups and Their Impact on Well-Being: A Nationally Representative Survey in Switzerland54
Dark Triad Personality Traits and Cyberbullying: The Mediating Role of Emotional Empathy53
Individual Responsibility Around Deepfakes: It's No Laughing Matter48
Adolescents’ Risky Online Behaviors and Social Desirability Bias in Vietnam: Privacy Disclosure and Pornography Use47
The Association between Problematic Instagram Use, Psychological Distress, and Well-Being: A Systematic Review and Meta-Analysis45
Can Stress Put Digital Privacy at Risk? Evidence from a Controlled Experiment Examining the Impact of Acute Stress on Privacy Decisions on a Simulated Social Network Site42
Fear of Missing Out and Irrational Procrastination in the Mobile Social Media Environment: A Moderated Mediation Analysis41
Does Self-View Mode Generate More Videoconferencing Fatigue in Women than Men? An Experiment Using EEG Signals37
Ultra-Processed Futures: How Digital Life and Food Systems Shape Metabolic Health37
An Analysis of the Social Context of Video Games, Pathological Gaming, and Depressive Symptoms36
Eye Movement Patterns Reflecting Cybersickness: Evidence from Different Experience Modes of a Virtual Reality Game35
Social Signal Processing in Affective Virtual Reality: Human-Shaped Agents Increase Electrodermal Activity in an Elicited Negative Environment33
Esports Players Are Less Extroverted and Conscientious than Athletes33
Artificial Intelligence Versus Human Fundraisers: Evidence That Narrative Perspective and Fundraiser Identity Influence Donation Intentions32
Can Media Literacy Intervention Improve Fake News Credibility Assessment? A Meta-Analysis31
Transportation as a Health Concern: How Technology Can Help30
THOMAS: Robotic Workers with Embedded Cognition for Hybrid Manufacturing Systems30
Virtual Reality in Medical Education29
Women Are Perceived to Have More Power Than Men in Domains That Are Viewed As Important in U.S. Tweets29
Machine–Deep–Ensemble Learning Model for Classifying Cybersickness Caused by Virtual Reality Immersion28
Predicting Intrinsic and Extrinsic Goal Contents Pursuit on Social Media28
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