Browsing Technology + Psychology Theses - IADT by Title
Now showing items 1-20 of 113
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Adolescents' response to parental Facebook friend requests: The comparative influence of privacy management, parent-child relational quality, attitude and peer influence
(2015)As adolescents increasingly use smartphones to access the Internet, parental ability to monitor their online activities diminishes. An established surveillance technique ls for parents to 'friend' their adolescent children ... -
All or nothing: The influence of hyperactivity and inattention on perceived flow engagement and time distortion during video game play
(2021)ADHD has long been associated with negative aspects of daily functioning, and few investigations have investigated the potentially positive aspects of the neurological condition. However, studies suggest individuals with ... -
Always thank the Bus Driver - A longitudinal observational study of the effects of prosocial behaviour in an online gaming community
(2019)This research addresses a longitudinal observational analysis of the affect an introduced prosocial action has on an online community by measuring linguistic markers. A data set was collected from an online community, ... -
Analysing the relationship between personality traits and use of emoji in the workplace
(2017)The aim of this study was to investigate the relationship between personality, age and gender and the use of emoji in the workplace. To date, there is a gap in knowledge of how emoji are used in professional communication. ... -
An analysis of the impact of microtransactions on an online gaming community
(2020)Gamer's have been protecting their own virtual worlds from change both in-game and from the publishers. As game publishers embrace the microtransaction business model, how does it impact the gamers, their community and ... -
Attachment to fictional video game characters in Pokémon Sword and Shield
(2021)“They may be pixels but they’re my pixels” (Lewis, 2008, p. 1). Players do not realise how easily they get attached to the in-game characters they interact with, nor how they get so invested in them. Within this study, it ... -
Becoming more human: Changing beliefs through cognitive empathy in video games
(2019)The goal of this study was to investigate the importance of empathy, and more specifically perspective taking towards an avatar, in the possible change of social belief through video game experience. Participants were ... -
The Big Five and emoji use in instant messaging: Can emotional indicators in instant messaging reveal personality traits?
(2019)This study analysed emoji use in instant messaging with the aim of discovering the ways in which personality affects how emoji are used. The Big Five was used to analyse the personality of 99 participants. Results were ... -
Blended learning and perception of success: A case study of an adult literacy programme in Ireland
(2020)An understanding of how blended learning can impact adult learners perceived success can help inform policy initiatives and learning design, so they are more responsive to the needs of the learners. This study examined the ... -
Blogs: A study into current uses and perceptions in Irish society
(2009)The aim of this research was to investigate attitudes, perceptions and behaviour of Irish internet users towards blogs. A survey was conducted online and participants (n = 422) placed into two groups - Bloggers (n = 244), ... -
Boundary management. Are personality types and job satisfaction levels predictors to smartphone usage behaviours?
(2019)Smartphones have become integrated into many parts of our daily lives. These devices have improved areas of our work life through enhanced collaboration, removing the need for a physical office locations, and improving ... -
Can immersive technology over traditional photography greater influence the number of hazards identified in a healthcare sector residential facility, and as a result influence the perception of risk
(2020)The aim of this study was to explore whether Virtual Reality (VR) can support hazard identification training in a healthcare residential facility and whether VR evokes a sense of presence and as a result increase perceived ... -
Capturing lectures: Using multimedia lecture captures to promote learning
(2010)The purpose of the study is to investigate does multimedia lecture captures promote learning or lead to cognitive overload? In a classroom-based experiment, students received a lesson consisting of a multimedia lecture ... -
Click below to subscribe: Parasocial relationships, interpersonal trust and authenticity with YouTube vloggers
(2018)With the rise of social media celebrities, particularly YouTube vloggers, this study sought to investigate channel viewers feelings of Interpersonal Trust (IPT) and tripartite authenticity (authentic living, self-alienation ... -
Comparing flow experiences between online and offline games
(2020)This research compared flow experiences between online games and offline games. The reason for this research is to find out how difference flow state if Independent variable difference. The Flow State Scale (FSS) is a ... -
A comparison of trust towards online commercial sites between digital natives & digital immigrants.
(2009)Previous research had indicated that Trust plays a role in the decision and intention to make purchases online. It is also proposed that younger people who have grown up using technology known as Digital Natives use computer ... -
A comparison of trust towards online commercial sites between native and digital immigrants
(2009)Previous research had indicated that Trust plays a role in the decision and intention to make purchases online. It is also proposed that younger people who have grown up using technology known as Digital Natives use computer ... -
Connected by technology, empathetically disconnected: A correlational study into phubbing behaviour in Ireland
(2019)Smartphones have transformed how we communicate (Leggett & Rossouw, 2014), however, our dependence on smartphones has become intrusive for many people (Ofcom, 2018). Phubbing (phone snubbing) has become a “normal” activity ... -
The conscious and compulsive connection - An exploratory investigation into potential predictors of nomophobia among Irish smartphone users
(2019)The concept of Nomophobia is recognised among researchers when describing smartphone separation anxiety. This has been a subject of growing interest; however little research has been done into the phenomena’s correlational, ... -
The correlation between gender and the level of Twitter reaction in high-performance sport
(2021)The social media platform Twitter is used by fans, sporting organisations and sports media to provide updates on the results of sporting events in real time. This study explores if there are gender differences in reactions ...