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How do digital games and social media use relate to well-being?

Kaye, L. K., Carlisle, C.-R., & Griffiths, L. R. W. (2019). A contextual account of the psychosocial impacts of social identity in a sample of digital gamers. Psychology of Popular Media Culture, 8 (3), 259–268. https://doi.org/10.1037/ppm0000173 [View] [Pre-print

Kaye, L. K., Kowert, R., & Quinn, S. (2017). The role of social identity and online social capital on psychosocial outcomes in MMO players. Computers in Human Behavior, 74, 215-223. https://doi.org/10.1016/j.chb.2017.04.030 [View] [Pre-print] [Animation]

Kaye, L. K., Monk, R. L., Wall, H. J, Hamlin, I., & Qureshi, A. W. (2018). The effect of flow and context on in-vivo positive mood in digital gaming. International Journal of Human-Computer Studies, 110, 45-52. https://doi.org/10.1016/j.ijhcs.2017.10.005 [View] [Pre-print]

Kaye, L. K. & Quinn, S. (2020). Psychosocial outcomes associated with engagement with online chat systems.  International Journal of Human Computer Interaction, 36 (2), 190-198. https://doi.org/10.1080/10447318.2019.1620524 [View] [Pre-print] [Animation]

Shaw, D. J., Kaye, L. K., Ngombe, N., Kessler, K., Pennington, C. R. (2022).  It’s not what you do, it’s the way that you do it: An experimental task delineates among passive, reactive and interactive styles of behaviour on social networking sites. PLoS One, 17 (12), e0276765. https://doi.org/10.1371/journal.pone.0276765 [View]  [Pre-print] [News piece]

 

How do we make impressions of others from their online behaviour?

 

Kaye, L. K., Wall, H. J., & Hird, A. T. (2020). Less is more when rating Extraversion: Behavioural cues and interpersonal perceptions on the platform of Facebook. Psychology of Popular Media, 9 (4), 465–474. https://doi.org/10.1037/ppm0000263 [View] [Pre-print]

Wall, H. J, Kaye, L. K., & Malone, S. A. (2016). An exploration of psychological factors on emoticon usage and implications for judgement accuracy. Computers in Human Behavior, 62, 70-78. https://doi.org/10.1016/j.chb.2016.03.040 [View] [Pre-print] [Animation]

 

Are emoji emotional?

 

Kaye, L. K., Wall, H. J., & Malone, S. A. (2016). “Turn that frown upside-down”: A contextual account of emoticon usage on different virtual platforms. Computers in Human Behavior, 60, 463-467. https://doi.org/10.1016/j.chb.2016.02.088 [View]  [Pre-print]

Kaye, L. K., Rodriguez Cuadrado, S., Malone, S. A., Wall, H. J., Gaunt, E., Mulvey, A. L., & Graham, C. (2021). How emotional are emoji?: Exploring the effect of emotional valence on the processing of emoji stimuli. Computers in Human Behavior, 116, 106648. https://doi.org/10.1016/j.chb.2020.106648 [View] [Pre-print] [Animation]

Kaye, L. K., Rocabado, J. F., Rodriguez Cuadrado, S., Jones, B. R., Malone, S. A., Wall, H. J., & Duñabeitia, J. A. (2023). Exploring the (lack of) facilitative effect of emoji for emotional word processing. Computers in Human Behavior, 107563. https://doi.org/10.1016/j.chb.2022.107563 [View] [Pre-print] [Animation]

Kaye, L. K., Darker, G., Rodriguez Cuadrado, S., Wall, H. J., & Malone, S. A. (2022). The Emoji Spatial Stroop Task: Exploring the impact of vertical positioning of emoji on emotional processing. Computers in Human Behavior, 139, 107267. https://doi.org/10.1016/j.chb.2022.107267 [View] [Pre-print] [Animation]

Kaye, L. K & Schweiger, C. R. (2023). Are emoji valid indicators of in-the-moment mood? Computers in Human Behavior, 148, 107916. https://doi.org/10.1016/j.chb.2023.107916 [View]

Kaye, L. K, MacKenzie A. K., Rodriguez-Cuadrado, S., Malone, S. A., Stacey, J. & Garrot, E. (2023). (Not) Feeling up or down?: Lack of evidence for vertical spatial iconicity effects for valence evaluations of emoji stimuli. Computers in Human Behavior, 149, 107931. https://doi.org/10.1016/j.chb.2023.107931 [View] [Animation]

 

What are the effects of stereotypes in digital gaming

Pennington, C.R., Kaye, L. K., & McCann, J. J. (2018). Applications of the multi-threat framework of stereotype threat in the context of digital gaming. PLoS ONE 13 (2), e0192137.  https://doi.org/10.1371/journal.pone.0192137 [View] [Pre-print]

Kaye, L. K., Pennington, C.R., & McCann, J. J. (2018). Do casual gaming environments evoke stereotype threat? Examining the effects of explicit priming and avatar gender. Computers in Human Behavior, 78, 142-150. https://doi.org/10.1016/j.chb.2017.09.031 [View] [Pre-print]

 

Kaye, L. K., & Pennington, C.R. (2016). “Girls can’t play”: The Effects of Stereotype Threat on Females’ Gaming Performance. Computers in Human Behavior, 59, 202-209. https://doi.org/10.1016/j.chb.2016.02.020 [View] [Pre-print]

Cross, L., Kaye, L. K., Savastinanovs, J., McLatchie, N., Johnston, M., Whiteman, L., Mooney, R., & Atherton, G. (in press). Gendered violence and sexualized representations in video games: (Lack of) effect on gender-related attitudes. New Media and Society. https://doi.org/10.1177/14614448221075736 [View]

 

Critiques of concepts and methods in cyberpsychology

Connolly, T., Atherton, G., Cross, L., & Kaye, L. K. (2021). The Wild West of measurement: Exploring problematic technology use cut off scores and their relation to psychosocial and behavioural outcomes in adolescence. Computers in Human Behavior, 125, e106965. https://doi.org/10.1016/j.chb.2021.106965 [View]

Kaye, L. K. (2021). Exploring “socialness” of social media. Computers in Human Behavior Reports, 3. 100083. https://doi.org/10.1016/j.chbr.2021.100083 [View]

Kaye, L. K. (2021). Understanding the “social” nature of digital games. Entertainment Computing. 38, 100420. https://doi.org/10.1016/j.entcom.2021.100420 [View]

Etchells, P. J., Davidson, B. I., Kaye, L. K., Ellis, D.A., & Lieberoth, A. (2022). Researchers should avoid causally attributing suicide to video game play as a single factor.  Perspectives in Psychiatric Care, 58 (2), 880-882. https://doi.org/10.1111/ppc.12762 [View]
 

Satchell, L., Fido, D., Harper, C., Shaw, H., Davidson, B. I., Ellis, D. A., Hart, C. M., Jalil, R., Jones, A., Kaye, L. K., Lancaster, G., & Pavetich, M. (2021). Development of an Offline-Friend Addiction Questionnaire (O-FAQ): Are most people really social addicts? Behavior Research Methods, 53, 1097–1106.  https://doi.org/10.3758/s13428-020-01462-9. https://doi.org/10.3758/s13428-020-01462-9 [View]

Kaye, L. K., Orben, A., Ellis, D. A., Hunter, S. C, & Houghton, S. (2020). The Conceptual and Methodological Mayhem of “Screen-time”. International Journal of Environmental Research and Public Health, 17 (10), 3661. https://doi.org/10.3390/ijerph17103661 [View]

Van Rooji, A. J., Ferguson, C., Carras, M. C., Kardefelt-Winther, D., Shi, J., Aarseth, E., et al., (2018). A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addiction, 1(7), 1-9. https://doi.org10.1556/2006.7.2018.19 [View]

Ellis, D. A., Kaye, L. K., Wilcockson, T. D. W., & Ryding, F. C. (2018). Digital Traces of behaviour within addiction: Response to Griffiths (2017). International Journal of Mental Health and Addiction 16 (1), 240-245. https://doi.org/10.1007/s11469-017-9855-7 [View]

 

Ryding, F. C., & Kaye, L. K (2018). “Internet Addiction”: A conceptual minefield. International Journal of Mental Health and Addiction 16 (1), 225-232. https://doi.org10.1007/s11469-017-9811-6 [View]
 

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