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Explores the ethical issues of cyberpsychology research and praxes, which arise in algorithmically paired people and technologies.
CYBERPSYCHOLOGY An important new textbook for an exciting area of contemporary psychological study and research... The field of cyberpsychology examines the psychology of interactions between individuals, societies and digital technologies. This engaging and accessible textbook offers a complete introduction to the subject. The authors outline key theories, provide critical assessments, identify areas in need of further research, and discuss ways to use digital technologies as a research tool. They also include a wealth of real life examples, activities and discussion questions for students at undergraduate and graduate levels. Cyberpsychology provides up-to-date coverage of a wide range of topics relating to online behaviour, and considers the potential impact of these interactions offline: online identity online dating and relationships pornography cyberbullying children's use of the Internet online games and gambling deception online crime
An Introduction to Cyberpsychology provides a comprehensive introduction to this rapidly growing discipline. Fully updated in its second edition, the book encourages students to critically evaluate the psychology of online interactions and to develop appropriate research methodologies to complete their own work in this field. The book examines cyberpsychology and online research methodologies, social psychology in an online context, practical applications of cyberpsychology, and the psychological aspects of other technologies. This new edition has been carefully updated to include additional coverage of: Expanded content relating to major developments in the field and new content on gaming and screentime A new chapter examining the relationship between older adults and technology Cyberpsychology in focus feature boxes in each chapter that examine topics in depth Interviews with professionals working in fields relating to cyberpsychology Each chapter includes key terms and a glossary, content summaries, discussion questions, and recommended reading to guide further study. Supported by extensive online resources for students and instructors, this authoritative book is an essential core text for undergraduate modules in cyberpsychology, and an ideal primer for students of postgraduate programs in cyberpsychology. To view the additional student and instructor resources for this book, please visit bpscoretextbooks.routledge.com
This book proposes a framework for integrating neuroscience and cyberpsychology for the study of social, cognitive, and affective processes.
"From one of the world's leading experts in cyberpsychology--a discipline that combines psychology, forensics, and technology--comes a groundbreaking exploration of the impact of technology on human behavior. In the first book of its kind, Mary Aiken applies her expertise in cyber-behavioral analysis to a range of subjects, including criminal activity on the Deep Web and Darknet; deviant behavior; Internet addictions; the impact of technology on the developing child; teenagers and the Web; cyber-romance and cyber-friendships; cyberchondria; the future of artificial intelligence; and the positive effects on our digital selves, such as online altruism"--
The internet is so central to everyday life, that it is impossible to contemplate life without it. From finding romance, to conducting business, receiving health advice, shopping, banking, and gaming, the internet opens up a world of possibilities to people across the globe. Yet for all its positive attributes, it is also an environment where we witness the very worst of human behaviour - cybercrime, election interference, fake news, and trolling being just a few examples. What is it about this unique environment that can make people behave in ways they wouldn't contemplate in real life. Understanding the psychological processes underlying and influencing the thinking, interpretation and behaviour associated with this online interconnectivity is the core premise of Cyberpsychology. The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world's leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology, video gaming and cybercrime and cybersecurity. The Oxford Handbook of Cyberpsychology will be important reading for those who have only recently discovered the discipline as well as more seasoned cyberpsychology researchers and teachers.
This accessible textbook gives students in psychology and computer science a comprehensive understanding of the human-computer interface.
This book brings together international experts from a wide variety of disciplines, in order to understand the impact that digital technologies have had on our well-being as well as our understanding of what it means to live a life that is good for us. The multidisciplinary perspective that this collection offers demonstrates the breadth and importance of these discussions, and represents a pivotal and state-of-the-art contribution to the ongoing discussion concerning digital well-being. Furthermore, this is the first book that captures the complex set of issues that are implicated by the ongoing development of digital technologies, impacting our well-being either directly or indirectly. By helping to clarify some of the most pertinent issues, this collection clarifies the risks and opportunities associated with deploying digital technologies in various social domains. Chapter 2 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
The Oxford Handbook of International Psychological Ethics is the much-needed comprehensive source of information on psychological ethics from an international perspective. This volume presents cutting-edge research and findings related to recent, current, and future international developments and issues related to psychological ethics.
Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.