| 69 | -- | 0 | Jeremy N. Bailenson, Jeff T. Hancock. Call for Special Issue Papers: The Social Impact of Deep Fakes |
| 70 | -- | 71 | Brenda K. Wiederhold. Monitoring Kids: How Much Is Enough? |
| 72 | -- | 82 | Irene Kwan, Kelly Dickson, Michelle Richardson, Wendy Macdowall, Helen Burchett, Claire Stansfield, Ginny Brunton, Katy Sutcliffe, James Thomas. Cyberbullying and Children and Young People's Mental Health: A Systematic Map of Systematic Reviews |
| 83 | -- | 89 | Hanna McCabe-Bennett, Richard Lachman, Todd A. Girard, Martin M. Antony. A Virtual Reality Study of the Relationships Between Hoarding, Clutter, and Claustrophobia |
| 90 | -- | 99 | Christopher A. Modica. The Associations Between Instagram Use, Selfie Activities, Appearance Comparison, and Body Dissatisfaction in Adult Men |
| 100 | -- | 106 | Daniel R. Schaffer, Scott M. Debb. Assessing Instagram Use Across Cultures: A Confirmatory Factor Analysis |
| 107 | -- | 112 | Giulia Fioravanti, Alfonso Prostamo, Silvia Casale. Taking a Short Break from Instagram: The Effects on Subjective Well-Being |
| 113 | -- | 118 | Michael Auer, Niklas Hopfgartner, Mark D. Griffiths. The Effects of Voluntary Deposit Limit-Setting on Long-Term Online Gambling Expenditure |
| 119 | -- | 125 | Loredana A. Marchica, Devin J. Mills, Matthew T. Keough, Jeffrey L. Derevensky. Exploring Differences Among Video Gamers With and Without Depression: Contrasting Emotion Regulation and Mindfulness |
| 126 | -- | 133 | Andrzej Cudo, Malgorzata Torój, Tomasz Misiuro, Mark D. Griffiths. Problematic Facebook Use and Problematic Video Gaming Among Female and Male Gamers |
| 134 | -- | 138 | Christopher P. Evans, Elodie Chiarovano, Hamish G. MacDougall. The Potential Benefits of Personalized 360 Video Experiences on Affect: A Proof-of-Concept Study |
| 139 | -- | 140 | Giuseppe Riva, Eleonora Riva. DiDIY: Digital Do It Yourself |