Browsing Technology + Psychology Theses - IADT by Author "Challenor, Liam"
Now showing items 1-17 of 17
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Always thank the Bus Driver - A longitudinal observational study of the effects of prosocial behaviour in an online gaming community
Ryan, Seamus (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, ... -
Attachment to fictional video game characters in Pokémon Sword and Shield
Ivanova, Teodora (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 ... -
Click below to subscribe: Parasocial relationships, interpersonal trust and authenticity with YouTube vloggers
Elliott, Francheska (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 ... -
Connected by technology, empathetically disconnected: A correlational study into phubbing behaviour in Ireland
O’Flaherty, Roisin (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 ... -
Devices of mass distraction: Can they be kept at bay by going grey? An investigation into greyscale as an effective strategy in reducing phone use
Elliott, Ingrid K. (2019)Due to the rise of problematic phone use, this study aimed to investigate whether greyscale is effective in reducing phone engagement. It employed a repeated measures between groups experimental design, with engagement on ... -
Diabetes technologies; An investigation into diabetes-related distress, satisfaction and perceived usability improvements
Kelly, Katie (2021)Type one diabetes is characterised by the body’s inability to produce insulin. Individuals with type one diabetes use glucometers and insulin pumps to manage their blood sugar levels. With no prospect of a cure, it is ... -
Does the use of WhatsApp effect satisfaction and engagement levels for students in tertiary education
Connolly, Sally (2017)The ability to use digital technology effectively and reflectively can transform the student learning experience helping them become more engaged thinkers (Butler, Leahy, Shiel & Cosgrove, 2013). To investigate the vision ... -
The effect of ‘Body Positive’ images on body appreciation and appearance comparison in men and women
Visser, Lara (2019)Since the advent of social media, the problem of body dissatisfaction has undoubtedly worsened. The purpose of this study was to explore the potential of body positive content to improve body appreciation for gender and ... -
The effectiveness, ethics and risks involved in the use of mHealth apps by psychologists as an additional tool in psychotherapeutic treatment
Pitanga Thomaz, Danielle (2019)The rapid growth of mHealth apps has led to a new health care setting, offering benefits such as symptom monitoring, diagnosis, patient support outside the therapeutic setting, and more engagement in relation to the ... -
Employer branding: Examining the relationship between employers’ attractiveness attributes and application intentions of online jobseekers
Slevin, Michelle (2017)Employer branding has become an increasingly important factor shaping organisations' recruitment strategies in the digital age. This research study explores the relationship between perceived attractiveness attributes of ... -
An exploration of gaming, problem solving, spatial skills, and persistence
Daly Ryan, Niamh (2018)The aim of the study was to discover if playing a popular video game (Portal 2) would result in short-term cognitive and psychological improvements, namely problem solving, spatial skills, and persistence. It partially ... -
The impact of online social support on life satisfaction for LGB individuals
O'Sullivan, Katie (2020)Support for LGB sexuality can positively impact their wellbeing (Doty et al., 2010). This research investigated the impact of online social support on life satisfaction for LGB individuals. Participants were recruited ... -
Increasing cognitive empathy in cyber-bystanders through 360° virtual reality
Scuilli, Melinda (2019)This study examined the use of 360° VR and perspective-taking in cyberbullying from the bystander perspective compared to perspective-taking in 2D format. Both media formats had a significant effect on affective and cognitive ... -
The influence of levels of anonymity on online self-presentation, self-disclosure and impression management
Kelly, D (2018)The main aim of the current study is to determine whether levels of anonymity influence one’s levels of self-regulation, self-disclosure and impression management among both public and anonymous online platforms. For the ... -
Persuasion and attitudes-Advertising and captology influence on attitudes and behavioural intent towards lesbians, gay men and same-sex marriage
Challenor, Liam (2013)Attitudes are essential to human interaction, ranging from simple attitudes to complex ones. An attitude is an individual's cognitive evaluation of a particular person, group, object, action or concept (Smith & Mackie, ... -
The role of online social support for individuals living with disabilities and chronic illness: Investigating stress, resilience and positive mental health
Harcourt Thewlis, Sarah (2021)This study investigated the role of online social support for individuals with disabilities and chronic illness and its impact on stress, resilience and positive mental health. Disability and chronic illness can severely ... -
The self-control of smartphone use: Training young adults to break the habit
Bruton, Lucy (Institute of Art, Design and Technology, 2017)Smartphone penetration is continuing to grow worldwide with these gadgets offering many benefits to users. However, negative effects of too much ‘screen time’ are beginning to be documented, particularly among younger ...