| 261 | -- | 274 | Chang-Hoan Cho, JaeWon Kang, Hongsik John Cheon. Online Shopping Hesitation |
| 275 | -- | 284 | M. Kyle matsuba. Searching for Self and Relationships Online |
| 285 | -- | 296 | Clyde A. Warden, Wann-Yih Wu, Dungchun Tsai. Online Shopping Interface Components: Relative Importance as Peripheral and Central Cues |
| 297 | -- | 307 | Kausar Suhail, Zobia Bargees. Effects of Excessive Internet Use on Undergraduate Students in Pakistan |
| 308 | -- | 316 | Justin R. Chumbley, Mark D. Griffiths. Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play |
| 317 | -- | 324 | Chin-Sheng Wan, Wen-Bin Chiou. Psychological Motives and Online Games Addiction: ATest of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents |
| 325 | -- | 335 | Murugan Anandarajan, Narasimha Paravastu, Claire A. Simmers. Perceptions of Personal Web Usage in the Workplace: AQ-Methodology Approach |
| 336 | -- | 341 | Carlos M. Coelho, Jorge A. Santos, Jorge Silvério, Carlos F. Silva. Virtual Reality and Acrophobia: One-Year Follow-Up and Case Study |
| 342 | -- | 347 | Evelyne Klinger, Isabelle Chemin, Sophie Lebreton, Rose-Marie Marié. Virtual Action Planning in Parkinson's Disease: AControl Study |
| 348 | -- | 360 | Maressa Hecht Orzack, Andrew C. Voluse, David Wolf, John Hennen. An Ongoing Study of Group Treatment for Men Involved in Problematic Internet-Enabled Sexual Behavior |
| 361 | -- | 366 | John Graham, Liya Zheng, Cleotilde Gonzalez. ACognitive Approach to Game Usability and Design: Mental Model Development in Novice Real-Time Strategy Gamers |
| 367 | -- | 368 | Ook Lee. Psychological Barriers to Maintaining Knowledge Management Systems |
| 369 | -- | 373 | Skip Rizzo. Cybersightings |
| 374 | -- | 376 | Giuseppe Riva, Daniela Villani. Cybereurope |