Index of Articles Published in Psychology of Popular Media Culture

2020 Volume 9 (1)


Consulting editor’s introduction.

Me, my selfie, and I: The relations between selfie behaviors, body image, self-objectification, and self-esteem in young women.

Intellectual, narcissistic, or Machiavellian? How Twitter users differ from Facebook-only users, why they use Twitter, and what they tweet about.

The impact of weight-biased media on weight attitudes, self-attitudes, and weight-biased behavior.

Split screens: A content analysis of American liberals’ and conservatives’ respective television favorites.

The diamonds and the dross: A quantitative exploration of integrative complexity in fanfiction.

Do computer games jeopardize educational outcomes? A prospective study on gaming times and academic achievement.

Once upon a game: Exploring video game nostalgia and its impact on well-being.

The relationship between video game character preferences and aggressive and prosocial personality traits.

Playing well with others: The role of opponent and intergroup anxiety in the reduction of prejudice through collaborative video game play.

2020 Volume 9 (2)

Problematic phone use, depression, and technology interference among mothers.

Smartphones and loneliness in love: Testing links between smartphone engagement, loneliness, and relational health.

“Online original TV series: Examining portrayals of violence in popular binge-watched programs and social reality perceptions”: Correction to Krongard and Tsay-Vogel (2018).

You’re not anonymous online: The development and validation of a new cyberbullying intervention curriculum.

The social effect of exposure to mental illness media portrayals: Influencing interpersonal interaction intentions.

Online original TV series: Examining portrayals of violence in popular binge-watched programs and social reality perceptions.

Obituaries can popularize science and health: Stephen Hawking and interest in cosmology and amyotrophic lateral sclerosis.

Seeing is believing: The role of imagery fluency in narrative persuasion through a graphic novel.

The relation of Black-oriented reality television consumption and perceived realism to the endorsement of stereotypes of Black women.

Psychological effects of repeated exposure to elevating entertainment: An experiment over the period of 6 weeks.

Emojis affect processing fluency on social media.

Dancing bears and talking toasters: A content analysis of supernatural elements in children’s media.

Together they are Troy and Chase: Who supports demonetization of gay content on YouTube?

“It’s like a safe haven fantasy world”: Online fandom communities and the identity development activities of sexual and gender minority youth.

Movie smoking and teen smoking behavior: A critical methodological and meta-analytic review.

Natural in the eyes of the (be)holder: A survey on novelty and learning effects in the enjoyment of naturally mapped video game controllers.

Internet gaming disorder: Relations between needs satisfaction in-game and in life in general.

Conceptualizing identification: A comment on Downs, Bowman, and Banks (2017).

Response to “Conceptualizing identification: A comment on Downs, Bowman, and Banks (2017)”.

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