| 419 | -- | 0 | Brenda K. Wiederhold. Using Your Digital Phenotype to Improve Your Mental Health |
| 420 | -- | 425 | Rachel Grieve, Jarrah Watkinson. The Psychological Benefits of Being Authentic on Facebook |
| 426 | -- | 434 | Jo Cranwell, Kathy Whittamore, John Britton, Jo Leonardi-Bee. Alcohol and Tobacco Content in UK Video Games and Their Association with Alcohol and Tobacco Use Among Young People |
| 435 | -- | 440 | Patrick J. Ewell, Rosanna E. Guadagno, Matthew Jones, Robert Andrew Dunn. Good Person or Bad Character? Personality Predictors of Morality and Ethics in Avatar Selection for Video Game Play |
| 441 | -- | 445 | T. Franklin Waddell. The Allure of Privacy or the Desire for Self-Expression? Identifying Users' Gratifications for Ephemeral, Photograph-Based Communication |
| 446 | -- | 452 | Sarah A. Biehl, Jeffrey H. Kahn. Causal Effects of Language on the Exchange of Social Support in an Online Community |
| 453 | -- | 459 | Franziska Jeromin, Winfried Rief, Antonia Barke. Validation of the Internet Gaming Disorder Questionnaire in a Sample of Adult German-Speaking Internet Gamers |
| 460 | -- | 464 | Tibert Verhagen, Charlotte Vonkeman, Willemijn van Dolen. Making Online Products More Tangible: The Effect of Product Presentation Formats on Product Evaluations |
| 465 | -- | 470 | Ana Radovic, Pamela L. Vona, Antonella M. Santostefano, Samantha Ciaravino, Elizabeth Miller, Bradley D. Stein. Smartphone Applications for Mental Health |
| 471 | -- | 0 | Andrea Gaggioli. CyberSightings |
| 472 | -- | 0 | Giuseppe Riva. CyberEurope |