Dissertations / Theses on the topic 'Cyberpsychology'
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Turner, Carolynn Ann. "Cyberpsychology and schools : a feasibility study using virtual reality with school children." Thesis, University of British Columbia, 2013. http://hdl.handle.net/2429/45373.
Full textSkelly, Niamh. "An exploration of the relationship between health anxiety and health-related Internet use." Thesis, University of Manchester, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.694323.
Full textAiken, Mary. "Forensic cyberpsychology : a content analysis approach to investigating and comprehending the self-production of indecent images by minors." Thesis, Middlesex University, 2015. http://eprints.mdx.ac.uk/18563/.
Full textHoward, David J. "Development of the Cybersecurity Attitudes Scale and Modeling Cybersecurity Behavior and its Antecedents." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7306.
Full textMartin, Jaclyn. "Something Looks Phishy Here: Applications of Signal Detection Theory to Cyber-Security Behaviors in the Workplace." Scholar Commons, 2017. http://scholarcommons.usf.edu/etd/6728.
Full textDreibelbis, Rachel Christine. "It’s More Than Just Changing Your Password: Exploring the Nature and Antecedents of Cyber-Security Behaviors." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6083.
Full textMonjezizadeh, Ladbon, and Alex Untoro. "How the Online Disinhibition Effect Affects the Online Video Game Industry." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297939.
Full textVentéjoux, Aude. "Une lecture de la cyberviolence : la rencontre du sujet et du cyberespace dans les infractions à caractère sexuel envers mineurs réalisées sur Internet." Thesis, Rennes 2, 2019. http://www.theses.fr/2019REN20004/document.
Full textThe development of information and communication technologies was followed by the emergence of violent and/or offensive phenomena that exist on or thanks to the Internet. Is there a specificity to these behaviors of cyberviolence, which are rooted in what one calls cyberspace? This question will be answered partly thanks to psycho-criminological and cyberpsychological theories. This work takes a close look at sex offences against minors on the Internet. Thanks to the collected data, this work will offer a perspective on cyberviolence, with an interest in the relationship between the offender and the offence, the victim, and cyberspace. Cyberviolence arises from an encounter between a vulnerable subject and a cyberspace bearing opportunities. This encounter will thus be questioned, in order to understand the process and dynamics it stems from
AlShammari, Norah. "Social Soul." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5404.
Full textHordiienko, Kateryna, and Катерина Олександрівна Гордієнко. "The problem of digitalization in psychological and education spheres." Thesis, National Aviation University, 2021. https://er.nau.edu.ua/handle/NAU/51068.
Full textDetermining the essence of the digitalization problem in psychological science and education is carried out in the process of studying modern technologies to meet human needs as a subject of the information society, social, cultural and economic trends in the world. Based on the above, digitalization in a broad sense is considered as a process and result of technologization collection, cultivation and dissemination of information using computer technology to meet human needs. At psychology, the problem of digitalization is studied by cyberpsychology which is a branch of psychology that observes mental processes, states, properties and manifestations of their activity (function, communication, behavior) in cyberspace.
Hordiienko, Kateryna. "The Problem of Digitalization in Psychological and Education Spheres." Thesis, NAU, 2021. https://er.nau.edu.ua/handle/NAU/50084.
Full textTRIBERTI, STEFANO. "Oltre l'Ergonomia: Il Ruolo delle Intenzioni nell'Interazione Uomo-Tecnologia." Doctoral thesis, Università Cattolica del Sacro Cuore, 2016. http://hdl.handle.net/10280/10789.
Full textHistorically, the study of New Technologies has seen the evolution of the various disciplines involved in technology evaluation, in terms of safety, usability, and the overall experience (from ergonomics to User Experience, and cyberpsychology). These disciplines have identified the "user needs" as the fundamental guideline for evaluation and design. However, a theoretical contextualization of the concept of user needs is still missing. This dissertation proposes a theoretical model (PIM) based on the relationship between technology and user intentions. Based on the psychological and philosophical literature, it defines intentions as the hierarchically-structured mental antecedents of actions. Starting from the model, three experiments are presented focusing on the interaction with the technologies and motor, proximal and distal intentions. The results of the first experiment indicate that the use of interactive technologies can modify the representational content of motor intentions. The second experiment shows that the presence of proximal intentions in users drives their perception of affordances in the technologies and their final evaluation. The third experiment shows that users’ distal intentions influence the evaluation of usability in the technology and the experience of usage-related emotions. The conclusion explores the importance of intention analysis in technology evaluation.
TRIBERTI, STEFANO. "Oltre l'Ergonomia: Il Ruolo delle Intenzioni nell'Interazione Uomo-Tecnologia." Doctoral thesis, Università Cattolica del Sacro Cuore, 2016. http://hdl.handle.net/10280/10789.
Full textHistorically, the study of New Technologies has seen the evolution of the various disciplines involved in technology evaluation, in terms of safety, usability, and the overall experience (from ergonomics to User Experience, and cyberpsychology). These disciplines have identified the "user needs" as the fundamental guideline for evaluation and design. However, a theoretical contextualization of the concept of user needs is still missing. This dissertation proposes a theoretical model (PIM) based on the relationship between technology and user intentions. Based on the psychological and philosophical literature, it defines intentions as the hierarchically-structured mental antecedents of actions. Starting from the model, three experiments are presented focusing on the interaction with the technologies and motor, proximal and distal intentions. The results of the first experiment indicate that the use of interactive technologies can modify the representational content of motor intentions. The second experiment shows that the presence of proximal intentions in users drives their perception of affordances in the technologies and their final evaluation. The third experiment shows that users’ distal intentions influence the evaluation of usability in the technology and the experience of usage-related emotions. The conclusion explores the importance of intention analysis in technology evaluation.
Laforest, Mylène. "L'exposition et la prévention de la réponse dans la thérapie cognitive comportementale du trouble obsessionnel-compulsif: Utilité et efficacité de la réalité virtuelle." Thèse, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31156.
Full textVlachopoulou, Xanthie. "Le virtuel et ses destins : Quand la virtualité adolescente rencontre le virtuel des Nouvelles Technologies de l'Information et de la Communication." Paris 5, 2011. http://www.theses.fr/2011PA05H103.
Full textOur aim in this research was to explore young people’s attraction to numerical worlds and, particularly, the privileged use of new types of communication made possible by the evolution of techniques. We have sought to bring out elements of comprehension from a psychoanalytical perspective concerning what might explain the important investment of young people on these new, pixelated worlds. By focalising our research on communication at distance, we have selected the practice of online role-playing games and have encountered adolescents who make excessive use of these virtual worlds. In that our main question is to examine the stakes which underlie privileged recourse to mediatised relations by computer via Internet during the adolescent process, we have postulated that this practice could mark an attempt on the part of the young people involved to deal with the demands of adolescent work. An excessive use of such systems might indicate a difficulty in dealing with the central problem configurations of the adolescent process. We have carried out our research on the basis of case studies where, with the help of projective tests and semi-directive interviews, we have been able to test and confirm these hypotheses. Indeed, even if the use of techno-scientific virtual modalities for these young people is inscribed in their singular problem configurations, and thus, tightly linked to their personal history, we have been able to observe that in the virtual-non-tangible and the virtual-potential which characterize these numerical worlds, they have all found a refuge against of pressing demands of the adolescent process and the becoming adult which is trying to come into being
Andlauer, Leticia. "Jouer la romance dans Amour Sucré : la construction adolescente au regard des pratiques et productions de l'industrie du jeu vidéo en France." Thesis, Lille 3, 2019. http://www.theses.fr/2019LIL3H031.
Full textThis doctoral thesis aims to study the construction of young and female audiences in the cultural industries, and more specifically in the video game industry. It questions the identity construction of adolescent girls regarding to productions from cultural industries. Thus, this work focuses on girls’ culture through the study of a video game genre called otome game. These games are produced in Japan since 1996, and have been imported in Europe and North America since the mid-2000s.Otome game means “maiden game,” but the terms dating simulation or dating game are sometimes used to name these productions. These games target young women audiences, and offer them to embody a heroine surrounded by men and follow a scenario. Romance is the main subject in these games, indeed the aim is to build a love story with one of the seductive men. This thesis intends to analyze a “romance game” named Amour Sucré (Sweet Crush in England, and my Candy Love in the United States). This French production of the studio Beemoov uses graphic and interactive conventions from otome games.This work thus questions adolescent identity construction, through adolescent representations within the video game industry. It focuses on the feminine gender and the romantic universe in Amour Sucré. For this, an ethnographic survey has been conducted at the studio Beemoov. This investigation has involved interviewing employees to understand their strategies in creating game content.Another way to question the design of this game has been to conduct a detailed analysis on the game device. The goal has been to understand the game mechanics which allow actions to perform for the players. The aim was also to clarify the constitution of the media representations conveyed by this game, both in its narrative and graphic content and game mechanics.Finally, the third part of this work presents an ethnographic study of young players of Amour Sucré. This survey includes interviews with a panel of fifteen young girls and young women. It also includes an observation of homes and more specifically girl’s bedrooms. This ethnography aims to understand how the practice of Amour Sucré is constructed as part of a set of leisure activities and especially digital entertainment (social networks, blogging, sharing creations, consulting website information…).Finally, this thesis aims to understand the links between the strategies of the producers, the game design and the practices from audiences. This thesis work highlights the fact that the practices of young girls extend beyond Amour Sucré’s universe. So, the issues of construction of young female audiences are revealed through the observation of sets of media practices conducted by young players in their daily lives. This thesis demonstrates how the “romance games” are included in the girl’s cultures
Law, Eloise. "A phenomenological inquiry into the experiential world of ‘Second Life’ for individuals aged 60 years and older." Diss., 2012. http://hdl.handle.net/2263/29143.
Full textDissertation (MA)--University of Pretoria, 2012.
Psychology
unrestricted
Kretíková, Andrea. "Možnosti využití e-health metody zaměřující se na stres management u vysokoškolských studentů." Master's thesis, 2021. http://www.nusl.cz/ntk/nusl-449046.
Full textSaraiva, Ana Cristina Alves Raimundo Duarte. "Da ética à ciberpsicologia. Uma perspetiva integradora dos hábitos de consumo informacional." Master's thesis, 2021. http://hdl.handle.net/10362/132559.
Full textChange is constant these days and is guided by trends. In this new, complex and uncertain context, it is pertinent to think about how this new paradigm is articulated with new concepts. In this line of investigation, new questions arise in the field of information ethics and cyberpsychology that require interdisciplinary answers. Taking as a starting point the construction of a conceptual vision that encompasses the understanding of informational consumption trends, the emerging issues of information ethics and cyberpsychology, the following objectives were defined: to investigate the human-machine relationship; perspective on informational consumption habits in light of the current context; establish an interaction between information ethics and cyberpsychology; investigate and integrate trends in social dynamics, namely in information ethics issues. These objectives are articulated through three hypotheses: informational consumption trends are the vehicles for inducing/maintaining informational habits; cyberpsychology and information ethics have communication (in the contexts worked); and problems dealt with by the ethics of information, when left unresolved, have consequences for the individual's well-being. Following an ecological paradigm, in a systemic view, the aim was to obtain a holistic and integrated view of a system composed by three areas of research: information ethics, cyberpsychology and informational consumption trends gathered in an informational behavior model. As they face similar challenges regarding information, it was concluded that information ethics and cyberpsychology are related in the trends contemplated by the model here presented.
Van, der Merwe Petro. "An exploratory study on new technology and associated psychosocial risks in adolescents : can digital media literacy programmes make a difference." Thesis, 2012. http://hdl.handle.net/10500/13150.
Full textPsychology
D. Litt. et Phil. (Psychology)