July 2019, Volume 8, Number 3
Who’s addicted to the smartphone and/or the Internet?
What makes social Q&A site use enjoyable? The role of using modes and intrinsic needs satisfaction.
The effects of Facebook on mood in emerging adults.
Emotions in storybooks: A comparison of storybooks that represent ethnic and racial groups in the United States.
Who enjoys listening to violent music and why?
Pop music lyrics are related to the proportion of female recording artists: Analysis of the United Kingdom weekly top five song lyrics, 1960–2015.
Good times and endless love: Billboard R&B/Hip Hop songs of the year across social and economic conditions.
Hey! Listen! Just because it’s violent doesn’t mean it’s immoral.
A contextual account of the psychosocial impacts of social identity in a sample of digital gamers.
A polythetic model of player-avatar identification: Synthesizing multiple mechanisms.
Testing the relationship between media violence exposure and cyberbullying perpetration.
Toward a relational matrix model of avatar-mediated interactions.
Development and validation of a measure of popular media fan identity and its relationship to well-being.
Time for a plot twist: Beyond confirmatory approaches to binge-watching research.
How “real” is reality television? Marginalized group representativeness in competitive reality television programming.
October 2019, Volume 8, Number 4
Trends in U.S. Adolescents’ media use, 1976–2016: The rise of digital media, the decline of TV, and the (near) demise of print.
Increasingly sexy? Sexuality and sexual objectification in popular music videos, 1995–2016.
“Textisms”: The comfort of the recipient.
An experimental investigation into pornography’s effect on men’s perceptions of the likelihood of women engaging in porn-like sex.
Does love conquer all? An experiment testing the association between types of romantic comedy content and reports of romantic beliefs and life satisfaction.
Video games as coping mechanisms in the etiology of video game addiction.
The (faulty) assumption that male players prefer male characters: How character desirability and likability influence video game purchase intentions and enjoyment.
Investigating the celebrity effect: The influence of well-liked celebrities on adults’ explicit and implicit attitudes to brands and brand choice.
The influence of apology on audiences’ reactions toward a media figure’s transgression.
Characters we love to hate: Perceptions of dark triad characters in media.
Making a biased jury decision: Using the Steven Avery murder case to investigate potential influences in jury decision-making.
Learning to cyberbully: An extension of the Barlett-Gentile cyberbullying model.
Enter the matrix: Does self-activation really matter for aggressiveness after violence exposure?
What if it happened to me? Socially conscious music videos can address campus assault: Narrative engagement and rape myth acceptance.
Exploring the relationship between weapons desirability and media.
Camera-ready: Young women’s appearance-related social media consciousness.