9,399 research outputs found

    Cyberpsychology and Human Factors

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    The online environment has become a significant focus of the everyday behaviour and activities of individuals and organisations in contemporary society. The increasing mediation of communication has led to concerns about the potential risks and associated negative experiences which can occur to users, particularly children and young people. This is related to the emergence of the online environment as a location for criminal and abusive behaviour (e.g., harassment, sexual exploitation, fraud, hacking, malware). One of the key aspects of understanding online victimisation and engagement in criminal behaviours is the characteristics of online communication that are related to the affordances of the technologies, services and applications which constitute digital environments. The aim of this paper is to examine the influence of these characteristics on individual and group behaviour, as well as the associated opportunities for victimisation and criminal behaviour. These issues are of relevance for those involved in the design and implementation of technologies and services, as the ability to assess their potential use in this way can enhance strategies for improving the security of systems and users. It can also inform educational strategies for increasing user understanding of potential informational, privacy and personal risks, and associated steps to improve their security and privacy. Each of the main characteristics of mediated communication is examined, as well as their potential impact on individual and group behaviour, and associated opportunities for victimisation and offending. The article ends by considering the importance of recognising these issues when designing and implementing new technologies, services and applications

    Users' trust in information resources in the Web environment: a status report

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    This study has three aims; to provide an overview of the ways in which trust is either assessed or asserted in relation to the use and provision of resources in the Web environment for research and learning; to assess what solutions might be worth further investigation and whether establishing ways to assert trust in academic information resources could assist the development of information literacy; to help increase understanding of how perceptions of trust influence the behaviour of information users

    The Online Student: Lurking, Chatting, Flaming and Joking

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    This paper looks at the use of online conference interaction as a part of a web-based distance-learning course. There has been much debate surrounding the potential of educational technology, particularly online conference interaction, to support teaching and learning yet little attention has been paid to student experiences and understandings of the online learning environment. Drawing on data from auto-ethnographic fieldwork the paper identifies 5 categories of participation in asynchronous online conferences: lurker participation, member participation, expert/experienced participation, flamer participation and joker participation. Through an exploration of these forms of participation the paper attempts to understand and illustrate the complexities and contradictions of situating conference interaction alongside the demands of study. The analysis highlights the role of online conferencing as a space for \'interaction work\' distinct and separated from existing repertoires of formal study. The paper concludes by suggesting that pedagogically successful use of conferences as part of distance learning needs to understand the challenges and demands of remediating existing practices of interaction and study.Distance Learning, Auto-Ethnography, Online Conferencing

    Critical review of the e-loyalty literature: a purchase-centred framework

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    Over the last few years, the concept of online loyalty has been examined extensively in the literature, and it remains a topic of constant inquiry for both academics and marketing managers. The tremendous development of the Internet for both marketing and e-commerce settings, in conjunction with the growing desire of consumers to purchase online, has promoted two main outcomes: (a) increasing numbers of Business-to-Customer companies running businesses online and (b) the development of a variety of different e-loyalty research models. However, current research lacks a systematic review of the literature that provides a general conceptual framework on e-loyalty, which would help managers to understand their customers better, to take advantage of industry-related factors, and to improve their service quality. The present study is an attempt to critically synthesize results from multiple empirical studies on e-loyalty. Our findings illustrate that 62 instruments for measuring e-loyalty are currently in use, influenced predominantly by Zeithaml et al. (J Marketing. 1996;60(2):31-46) and Oliver (1997; Satisfaction: a behavioral perspective on the consumer. New York: McGraw Hill). Additionally, we propose a new general conceptual framework, which leads to antecedents dividing e-loyalty on the basis of the action of purchase into pre-purchase, during-purchase and after-purchase factors. To conclude, a number of managerial implementations are suggested in order to help marketing managers increase their customers’ e-loyalty by making crucial changes in each purchase stage

    Fake-Website Detection Tools: Identifying Elements that Promote Individuals’ Use and Enhance Their Performance

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    By successfully exploiting human vulnerabilities, fake websites have emerged as a major source of online fraud. Fake websites continue to inflict exorbitant monetary losses and also have significant ramifications for online security. We explore the process by which salient performance-related elements could increase the reliance on protective tools and, thus, reduce the success rate of fake websites. We develop the theory of detection tool impact (DTI) for this investigation by borrowing and contextualizing the protection motivation theory. Based on the DTI theory, we conceptualize a model to investigate how salient performance and cost-related elements of detection tools could influence users’ perceptions of the tools and threats, efficacy in dealing with threats, and reliance on such tools. The research method was a controlled lab experiment with a novel and extensive experimental design and protocol in two distinct domains: online pharmacies and banks. We found that the detector accuracy and speed, reflecting in response efficacy as perceived by users, form the pivotal coping mechanism in dealing with security threats and are major conduits for transforming salient performance-related elements into increased reliance on the detector. Furthermore, reported reliance on the detector showed a significant impact on the users’ performance in terms of self-protection. Therefore, users’ perceived response efficacy should be used as a critical metric to evaluate the design, assess the performance, and promote the use of fake-website detectors. We also found that cost of detector error had profound impacts on threat perceptions. We discuss the significant theoretical and empirical implications of the findings

    Which Phish Get Caught? An Exploratory Study of Individual Susceptibility to Phishing

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    The use of the Internet and networking technologies continues to rise. Alongside the benefits that are derived from the use of these technologies, numerous threats continue to emerge. This study examines several variables within the message characteristics, personality traits and Internet-related experience to determine an individual\u27s susceptibility for phishing attacks. The results of an ethical phishing experiment show that message characteristics and Internet-related variables are better predictors of whether an individual will be more susceptible to phishing attacks

    The role of social networks in students’ learning experiences

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    The aim of this research is to investigate the role of social networks in computer science education. The Internet shows great potential for enhancing collaboration between people and the role of social software has become increasingly relevant in recent years. This research focuses on analyzing the role that social networks play in students’ learning experiences. The construction of students’ social networks, the evolution of these networks, and their effects on the students’ learning experience in a university environment are examined

    The Human Attack Surface Framework for Phishing

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    Massively multiplayer online roleplay games for learning

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    This chapter explores whether massively multiplayer online role-play games (MMORPGs) can be usedeffectively to support learning and training communities. The chapter aims to propose that cross-disciplinaryapproaches to the study of game-based learning are needed to support better synthesis ofour current understanding of the effectiveness of learning with games. The chapter therefore includesa brief literature review of online gaming research to date, taken from psychological and educationalresearch perspectives. The chapter explores the main types of online games and highlights the mainthemes of research undertaken through a consideration of the use of online gaming in current learningand training contexts where online gaming is being used to support experiential and discovery learningapproaches. This chapter indicates future directions for cross-disciplinary research approaches in thisfield and considers how collaborative learning could best be supported through this approach
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