Featured Articles

How do digital games and social media use relate to well-being?
Pennington, C. R., Murray, E. A. H., Kaye, L. K, Burgess, A., Kessler, K., & Shaw, D. J. (2025). Social competencies mediate relationships between styles of social media usage and psychosocial wellbeing. Computers in Human Behavior Reports, 19, 100753. https://doi.org/10.1016/j.chbr.2025.100753 [View]
Ferguson, C. J., Kaye, L. K., Branley-Bell, D & Markey, P. (2024). There is No Evidence that Social Media Use is Correlated with Adolescent Mental health problems: Findings From a Meta-analysis. Professional Psychology: Research and Practice 56 (1), 73–83. https://doi.org/10.1037/pro0000589 [View]
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]
Ferguson, C. J., Kaye, L. K., Branley-Bell, D., Markey, P., Ivory, J. D., Klisinan, D., Elson, M., Smyth, M., Hogg, J. L., McDonnell, D., Nichols, D., Siddiqui, S., Gregerson, M., & Wilson, J. (2022). Like This Meta-analysis: Screen Media and Mental Health. Professional Psychology: Research and Practice. 53(2), 205–214. https://doi.org/10.1037/pro0000426 [View]
Selim, H., Scott, G. G., & Kaye, L. K. (2021). A cross-cultural study to explore the differential impacts of online social capital on psychosocial outcomes. Computers in Human Behavior Reports, 3, 100087. https://doi.org/10.1016/j.chbr.2021.100087 [View]
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]
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] [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]
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] [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] [News piece]
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]
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] [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] [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] [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]
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]