| 429 | -- | 430 | Brenda K. Wiederhold. mHealth Apps Empower Individuals |
| 431 | -- | 436 | Stephan Winter, Caroline Brückner, Nicole C. Krämer. They Came, They Liked, They Commented: Social Influence on Facebook News Channels |
| 437 | -- | 442 | Diana J. Meter, Sheri Bauman. When Sharing Is a Bad Idea: The Effects of Online Social Network Engagement and Sharing Passwords with Friends on Cyberbullying Involvement |
| 443 | -- | 449 | German Neubaum, Nicole C. Krämer. My Friends Right Next to Me: A Laboratory Investigation on Predictors and Consequences of Experiencing Social Closeness on Social Networking Sites |
| 450 | -- | 456 | Yu-Ping Chiu, Shu-Chen Chang. Leverage Between the Buffering Effect and the Bystander Effect in Social Networking |
| 457 | -- | 461 | Julie Broadbent, Michelle A. Dakki. How Much Is Too Much to Pay for Internet Access? A Behavioral Economic Analysis of Internet Use |
| 462 | -- | 467 | Erin K. Ruppel, Christopher J. McKinley. Social Support and Social Anxiety in Use and Perceptions of Online Mental Health Resources: Exploring Social Compensation and Enhancement |
| 468 | -- | 473 | Toby Hopp, Valerie Barker, Amy Schmitz Weiss. Interdependent Self-Construal, Self-Efficacy, and Community Involvement as Predictors of Perceived Knowledge Gain Among MMORPG Players |
| 474 | -- | 479 | Hyeon Min Ahn, Hwan Jun Chung, Sang-Hee Kim. Altered Brain Reactivity to Game Cues After Gaming Experience |
| 480 | -- | 485 | Adam Eichenbaum, Florian Kattner, Daniel Bradford, Douglas A. Gentile, C. Shawn Green. Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder |
| 486 | -- | 0 | Andrea Gaggioli. CyberSightings |
| 487 | -- | 0 | Giuseppe Riva. CyberEurope |