Psychology of Popular Media

Papers
(The TQCC of Psychology of Popular Media is 4. 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 2020-03-01 to 2024-03-01.)
ArticleCitations
Facebook-based social support and health: A systematic review.71
The use of social networking sites, body image dissatisfaction, and body dysmorphic disorder: A systematic review of psychological research.63
Every (Insta)Gram counts? Applying cultivation theory to explore the effects of Instagram on young users’ body image.36
Lack of consensus among scholars on the issue of video game “addiction”.36
Emojis affect processing fluency on social media.31
Personality as a predictor of cybersecurity behavior.30
Alone and online: Understanding the relationships between social media, solitude, and psychological adjustment.25
Problematic phone use, depression, and technology interference among mothers.22
Escaping the pandemic present: The relationship between nostalgic media use, escapism, and well-being during the COVID-19 pandemic.21
Are there two types of escapism? Exploring a dualistic model of escapism in digital gaming and online streaming.21
Internet gaming disorder: Relations between needs satisfaction in-game and in life in general.20
Consuming memes during the COVID pandemic: Effects of memes and meme type on COVID-related stress and coping efficacy.19
Cognitive abilities of action video game and role-playing video game players: Data from a massive open online course.18
“My smartphone is an extension of myself”: A holistic qualitative exploration of the impact of using a smartphone.18
You’re not anonymous online: The development and validation of a new cyberbullying intervention curriculum.17
A closer look at appearance and social media: Measuring activity, self-presentation, and social comparison and their associations with emotional adjustment.17
Solving the puzzle of null violent media effects.17
Coping with COVID-19 stress: The role of media consumption in emotion- and problem-focused coping.15
Entertainment motivations and gaming-specific gratifications as antecedents of digital game enjoyment and appreciation.15
The impact of fitspiration content on body satisfaction and negative mood: An experimental study.15
Disappearing in the age of hypervisibility: Definition, context, and perceived psychological consequences of social media ghosting.13
“It’s like a safe haven fantasy world”: Online fandom communities and the identity development activities of sexual and gender minority youth.13
Dancing bears and talking toasters: A content analysis of supernatural elements in children’s media.13
He does not look like video games made him do it: Racial stereotypes and school shootings.12
The psychology of likes: Relevance of feedback on Instagram and relationship to self-esteem and social status.12
Smartphones and loneliness in love: Testing links between smartphone engagement, loneliness, and relational health.12
Perceptions of fake news, misinformation, and disinformation amid the COVID-19 pandemic: A qualitative exploration.12
Binge-watching in times of COVID-19: A longitudinal examination of changes in affect and TV series consumption patterns during lockdown.11
The relationship between social short-form videos and youth’s well-being: It depends on usage types and content categories.11
The relation of Black-oriented reality television consumption and perceived realism to the endorsement of stereotypes of Black women.11
Motivation for different Facebook activities and well-being: A daily experience sampling study.11
Video game players’ personality traits: An exploratory cluster approach to identifying gaming preferences.11
Social comparison and state–trait dynamics: Viewing image-conscious Instagram accounts affects college students’ mood and anxiety.11
Who are GamerGate? A descriptive study of individuals involved in the GamerGate controversy.11
The social effect of exposure to mental illness media portrayals: Influencing interpersonal interaction intentions.11
Unsatisfied needs as a predictor of obsessive passion for videogame play.11
Associations between parental media monitoring, media use, and internalizing symptoms during adolescence.11
Using narrative media to satisfy intrinsic needs: Connecting parasocial relationships, retrospective imaginative involvement, and self-determination theory.10
Natural in the eyes of the (be)holder: A survey on novelty and learning effects in the enjoyment of naturally mapped video game controllers.10
How audience involvement and social norms foster vulnerability to celebrity-based dietary misinformation.10
Dark personality traits and anger in cyber aggression perpetration: Is moral disengagement to blame?9
Fiction and morality: Investigating the associations between reading exposure, empathy, morality, and moral judgment.9
Policy on unreliable game addiction diagnoses puts the cart before the horse.8
Self-control and need satisfaction in primetime: Television, social media, and friends can enhance regulatory resources via perceived autonomy and competence.8
Psychological effects of repeated exposure to elevating entertainment: An experiment over the period of 6 weeks.8
Not all media multitasking is the same: The frequency of media multitasking depends on cognitive and affective characteristics of media combinations.8
A new avenue to reach out for the stars: The association of celebrity worship with problematic and nonproblematic social media use.8
Fandom, social media, and identity work: The emergence of virtual community through the pronoun “we”.8
Looking through a filtered lens: Negative social comparison on social media and suicidal ideation among young adults.7
“Get out of my selfie!” Narcissism, gender, and motives for self-photography among emerging adults.7
Inspired to mask up: The effect of uplifting media messages on attitudes about wearing face masks among Democrats and Republicans.7
Selfie appearance investment and peer feedback concern: Multimethod investigation of adolescent selfie practices and adjustment.7
Examining the effects of exposure to a sexualized female video game protagonist on women’s body image.7
The effects of interaction fidelity on game experience in virtual reality.7
Parenting and tweens’ media use during the COVID-19 pandemic.6
Online original TV series: Examining portrayals of violence in popular binge-watched programs and social reality perceptions.6
Fear of missing out and compulsive social media use as mediators between OCD symptoms and social media fatigue.6
“To be yourself or your selfies, that is the question”: The moderation role of gender, nationality, and privacy settings in the relationship between selfie-engagement and body shame.6
Tourism, migration, and the exodus to virtual worlds: Place attachment in massively multiplayer online gamers.6
“Ur a freakin goddess!”: Examining appearance commentary on Instagram.6
The role of need satisfaction in explaining intentions to purchase and play in Pokémon Go and the moderating role of prior experience.6
Gotta catch ‘em all: Exploring the use of Pokémon Go to enhance cognition and affect.6
Loving to hate the Kardashians: Examining the interaction of character liking and hate-watching on the social influence of a reality TV show.5
“I need to just have a couple of White claws and play animal crossing tonight”: Parents coping with video games during the COVID-19 pandemic.5
When comedy goes to extremes: The influence of ideology and social identity on source liking, credibility, and counterarguing.5
Is it painful? Playing violent video games affects brain responses to painful pictures: An event-related potential study.5
Disparaged dads? A content analysis of depictions of fathers in U.S. sitcoms over time.5
Who finds media violence funny? Testing the effects of media violence exposure and dark personality traits.5
Twitch in the time of quarantine: The role of engagement in needs fulfillment.5
Ontological insecurity, nostalgia, and social media: Viewing YouTube videos of old TV commercials reestablishes continuity of the self over time.5
The woman in the (rearview) mirror: Viewers’ attitudes toward objectified car selfies of Black and White women.5
The role of envy in linking active and passive social media use to memory functioning.5
What babies, infants, and toddlers hear on Fox/Disney BabyTV: An exploratory study.5
Together they are Troy and Chase: Who supports demonetization of gay content on YouTube?4
Seeing is believing: The role of imagery fluency in narrative persuasion through a graphic novel.4
What does the Cat in the Hat know about that? An analysis of the educational and unrealistic content of children’s narrative science media.4
Celebrity worship in the United Arab Emirates: An examination of its association with problematic internet use, maladaptive daydreaming, and desire for fame.4
Personality perception in Game of Thrones: Character consensus and assumed similarity.4
Women’s exposure to sexualized TV, self-objectification, and consideration of cosmetic surgery: The role of age.4
Mirror, mirror on the wall: The effect of listening to body positive music on implicit and explicit body esteem.4
Navigating a muscular and sexualized Instagram feed: An experimental study examining how Instagram affects both heterosexual and nonheterosexual men’s body image.4
Movie smoking and teen smoking behavior: A critical methodological and meta-analytic review.4
Discovering hidden digital producers: Understanding motivation and creativity in social media production.4
Predicting internet addiction with the dark triad: Beyond the five-factor model.4
Social norms and social identity explain the selection and anticipated enjoyment of in-group versus out-group films.4
Adolescents’ perceptions of nicotine vaping-related social media content.4
Extensions of the proteus effect on intergroup aggression in the real world.4
Reducing social media use improves appearance and weight esteem in youth with emotional distress.4
The effects of daily Instagram use on state self-objectification, well-being, and mood for young women.4
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