Journal: Cyberpsy., Behavior, and Soc. Networking

Volume 25, Issue 5

267 -- 269Brenda K. Wiederhold. Metaverse Games: Game Changer for Healthcare?
270 -- 277M. Engin Deniz, Seydi Ahmet Satici, Ceymi Doenyas, Mark D. Griffiths. Zoom Fatigue, Psychological Distress, Life Satisfaction, and Academic Well-Being
278 -- 286Hye-Jeong Jo, Young-Hoon Jung, Yeon-Ju Hong, Yu-Bin Shin, Ki-Dong Baek, EunJoo Kim, Jae-Jin Kim. The Applicability of Virtual Reality-Based Training for Controlling Anger in Aggressive Individuals
287 -- 293Jeffrey Lambert, George Barnstable, Eleanor Minter, Jemima Cooper, Desmond McEwan. Taking a One-Week Break from Social Media Improves Well-Being, Depression, and Anxiety: A Randomized Controlled Trial
294 -- 300Riley Scott, Jaimee Stuart, Bonnie L. Barber. What Predicts Online Disinhibition? Examining Perceptions of Protection and Control Online and the Moderating Role of Social Anxiety
301 -- 309Larisa T. McLoughlin, Gabrielle Simcock, Paul Schwenn, Denise Beaudequin, Amanda Boyes, Marcella Parker, Jim Lagopoulos, Daniel F. Hermens. Social Connectedness, Cyberbullying, and Well-Being: Preliminary Findings from the Longitudinal Adolescent Brain Study
310 -- 315Ethan Luxford, Selen Türkay, Julian Frommel, Stephanie J. Tobin, Regan L. Mandryk, Jessica Formosa, Daniel Johnson 0001. Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being
316 -- 322Jiangfeng Yang, Yonghe Ti, Yinghua Ye. Offline and Online Social Support and Short-Form Video Addiction Among Chinese Adolescents: The Mediating Role of Emotion Suppression and Relatedness Needs
323 -- 325Anders Hedman. The Psychosocial Reality of Digital Travel: Being in Virtual Places
326 -- 327Giuseppe Riva, Elena Sajno. CoLLaboratE: Artificial Intelligence for Human-Robot Collaboration
328 -- 0. Correction to: College Students' Motives for In-Person Meetings with Dating Application Matches, by Harrison, et al. Cyberpsychol Behav Soc Netw 2022;25(2): 130-134; doi: 10.1089/cyber.2021.0031