Browsing Technology + Psychology Theses - IADT by Title
Now showing items 99-113 of 113
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Technology adoption, relative advantage, self-service
(2016)At a time when consumers are offered a wealth of online tools for self-managing their financial affairs, it is pertinent to scrutinise perceptions of this technology. However, behavioural theories such as the Technology ... -
Technostress & personality: factors in the digital divide?
(2009)The term 'digital divide' is generally explained as a division between people who do, and those who do not, access internet technologies because of economic, social, educational and age inequalities. This quantitative study ... -
#Terrorism 2.0: A study of the role of Twitter by pro-ISIS fanboys in the #BrusselsAttacks of March 2016
(2018)ISIS have become experts at exploiting social media to advance their digital campaign. This research paper is concerned with identifying the salient sentiments contained within the Twitter content of 23 identified pro-ISIS ... -
The therapeutic relationship in therapy delivered via email: the therapist's perspective
(2014)Email as a tool to deliver therapy and provide psychological support is an increasing reality in the mental health environment. There is an intense debate among mental health professionals to determine whether the advantages ... -
Using structural and engagement features of video games to predict happiness among video gamers: A mixed methods study with implications for positive psychology
(2015)Introduction: Modern day video games are made up of a variety of structural video game characteristics and engage video gamers in such a way that they experience a variety of positive and negative psychological effects. ... -
Utilitarian and hedonic motivations and social influence of gamified fitness applications
(Institute of Art, Design and Technology, 2016)The current research used an extended Technology Acceptance Model (TAM) in conjunction with social influence to understand utilitarian and hedonic motivations of gamified applications used to record and improve fitness ... -
Violent app games and the general learning model: Arousal, affect and access to aggressive thoughts
(2015)Previous research has shown that violent video gameplay can lead to increased violent behaviour and/ or decreased prosocial behaviour due to changes in access to aggressive thoughts, affect and arousal (Anderson, Camagey ... -
Virtual assistants: Trust and adoption in telecommunication customer support
(2012)Virtual Assistants have been used to deliver question and answer support or as website navigation aids but there is little research on their effectiveness in this or other online commercial roles. This study aimed to address ... -
Virtual nature, mindfulness, and the potential for altruism
(Institute of Art, Design and Technology, 2016)This research set out to examine whether the experience of beautiful nature in a virtual reality setting could evoke altruistic behaviour in people. 24 healthy adult participants took part in this research experiment. ... -
Virtual perspective-taking: Examining empathy gaps for children’s social pain related to bullying
(2019)The purpose of this study was to measure children’s estimations of social pain using a virtual reality (VR) bullying simulation. A mixed methods design was employed, measuring social pain scores, empathy gaps, gender ... -
Virtual reality advertising: The effects of presence and object interactivity on purchase intent
(2018)Advertising constantly adapts to any emerging on or offline platform where it can engage with consumers. Looking at the past 20 years, advertising has moved from focusing on television to focusing on computers, and from ... -
What lies beneath the mask of online trollers
(2018)Previous studies have focused on the Dark Tetrad exclusively as a predictor of trolling inclusive of the Sadism measure. Thus, negating the cluster of the Dark Triad, specifically the Psychopathy measure for trolling ... -
What makes you double-tap? A qualitative exploration of effective engagement with brands on Instagram
(Institute of Art, Design and Technology, 2016)The literature suggests consumer engagement positively impacts brands. This study explored consumer preferences and extrapolated consumers’ motivations driving engagement with brand posts on Instagram. Qualitative research ... -
What motivates a ninja? An exploration of students’ CoderDojo experience
(2015)While previous studies have indicated that learning through digital game-play is highly motivating, young people’s motivation to create their own digital artefacts has received less attention. In particular, few studies ... -
Where have all the good men gone? An exploration of misogyny and anti-feminist discourse in the ‘Mansophere’
(2021)The Manosphere is a newly theorized online anti-feminist space that has been implicated in the execution of several violent attacks (Van Valkenburgh, 2018). This qualitative thematic analysis adds to conceptualizations of ...