Linda K. Kaye

Orcid: 0000-0001-7687-5071

Affiliations:
  • Edge Hill University, Ormskirk, United Kingdom


According to our database1, Linda K. Kaye authored at least 26 papers between 2015 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Gendered violence and sexualized representations in video games: (Lack of) effect on gender-related attitudes.
New Media Soc., 2024

2023
(Not) feeling up or down? Lack of evidence for vertical spatial iconicity effects for valence evaluations of emoji stimuli.
Comput. Hum. Behav., December, 2023

Are emoji valid indicators of in-the-moment mood?
Comput. Hum. Behav., November, 2023

Exploring the (lack of) facilitative effect of emoji for word processing.
Comput. Hum. Behav., 2023

2022
The Online Behaviour Taxonomy: A conceptual framework to understand behaviour in computer-mediated communication.
Comput. Hum. Behav., 2022

The Emoji Spatial Stroop Task: Exploring the impact of vertical positioning of emoji on emotional processing.
Comput. Hum. Behav., 2022

2021
Understanding the "social" nature of digital games.
Entertain. Comput., 2021

How emotional are emoji?: Exploring the effect of emotional valence on the processing of emoji stimuli.
Comput. Hum. Behav., 2021

The wild west of measurement: Exploring problematic technology use cut off scores and their relation to psychosocial and behavioural outcomes in adolescence.
Comput. Hum. Behav., 2021

2020
Psychosocial Outcomes Associated with Engagement with Online Chat Systems.
Int. J. Hum. Comput. Interact., 2020

2019
Should Smartphones Be Banned for Children or Does Cyberpsychology Have a Bigger Problem?
Cyberpsychology Behav. Soc. Netw., 2019

The Role of Gamer Identity on Digital Gaming Outcomes.
Proceedings of the Design, User Experience, and Usability. Design Philosophy and Theory, 2019

2018
The effect of flow and context on in-vivo positive mood in digital gaming.
Int. J. Hum. Comput. Stud., 2018

Do casual gaming environments evoke stereotype threat? Examining the effects of explicit priming and avatar gender.
Comput. Hum. Behav., 2018

2017
The role of social identity and online social capital on psychosocial outcomes in MMO players.
Comput. Hum. Behav., 2017

My virtual friend: A qualitative analysis of the attitudes and experiences of Smartphone users: Implications for Smartphone attachment.
Comput. Hum. Behav., 2017

Reconceptualizing the Link Between Screen Time When Gaming with Physical Activity and Sedentary Behavior.
Cyberpsychology Behav. Soc. Netw., 2017

Exploring Stereotypical Perceptions of Female Players in Digital Gaming Contexts.
Cyberpsychology Behav. Soc. Netw., 2017

2016
An exploration of psychological factors on emoticon usage and implications for judgement accuracy.
Comput. Hum. Behav., 2016

The relationships between the structural video game characteristics, video game engagement and happiness among individuals who play video games.
Comput. Hum. Behav., 2016

"Turn that frown upside-down": A contextual account of emoticon usage on different virtual platforms.
Comput. Hum. Behav., 2016

"Girls can't play": The effects of stereotype threat on females' gaming performance.
Comput. Hum. Behav., 2016

Exploring flow experiences in cooperative digital gaming contexts.
Comput. Hum. Behav., 2016

Don't Judge a (Face)Book by its Cover: Exploring judgement accuracy of others' personality on Facebook.
Comput. Hum. Behav., 2016

An Introduction to Cyberpsychology.
Cyberpsychology Behav. Soc. Netw., 2016

2015
Psychosocial impacts of engaging in Second Life for individuals with physical disabilities.
Comput. Hum. Behav., 2015


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