Jacqui Taylor
Biographic Data
| ID | 4986978 |
|---|---|
| NAME | Jacqui Taylor |
| GIVEN NAMES | Jacqui |
| FAMILY NAME | Taylor |
| SIGNATURE | TAYLOR J |
| AFFILIATIONS | Bournemouth University |
| ORCID | 0000-0002-2145-5077 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 14 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2002 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
On the relationship between internet addiction and ADHD symptoms in adults
These results indicate that ADHD symptoms and executive function impairments interact in a way that leads to real-life consequences, even when there is no relationship between those symptoms and executive function performance. Furthermore, we show that no single online activity is responsible for the relationship between inattention and internet addiction, nor does inhibitory control ability determine which online activity participants engage in
Trait-level non-clinical ADHD symptoms in a community sample and their association with technology addictions
An increasing number of studies have reported the existence of ADHD symptoms to be risk factors for technology addictions among young adults. In contrast to previous studies, the aim of the present study was to examine different dimensions of technology addiction in a community sample of adults and to examine their association with the individual trait-level ADHD symptoms of inattention and hyperactivity-impulsivity. A community sample of one hun…
(A)morally Demanding Game? An Exploration of Moral Decision-Making in a Purpose-Made Video Game
A purpose-made video game was used to measure response time and moral alignment of in-game moral decisions, which were made by 115 undergraduate students. Overall, moral decisions took between 4–6 seconds and were mostly pro-social. Previous gameplay, in-game, and post-game experiences predicted in-game moral alignment. Real-life moral salience was not related to in-game decision-making. The implications of these results are discussed in the cont…
The Labeling Game
This article draws on sociological and psychological theory to explore the meaning application of deviance to behaviors observed on the Internet. First, definitions of deviancein online and offline contexts are discussed. Observations of the Internet as a so-called yet-to-be-normalized environment present a conflicting scenario for labeling emergent behaviors as deviant. The question stands as to whether devianceis an appropriate term to apply to…
Introduction
This article will present an overview of the way that the Internet is being used to assist psychological research and mediate psychological practice. It will show how psychologists are using the Internet to examine the interactions between people and computers, and highlight some of the ways that this research is important to the design and development of useable and acceptable computer systems. In particular, this introduction will review the re…
The Effects of Asynchronous Computer-Mediated Group Interaction on Group Processes
This article reports a study undertaken to investigate some of the social psychological processes underlying computer-supported group discussion in natural computer-mediated contexts. Based on the concept of deindividuation, it was hypothesized that personal identifiability and group identity would be important factors that affect the perceptions and behavior of members of computer-mediated groups. The degree of personal identifiability and the s…
The Labeling Game
This article draws on sociological and psychological theory to explore the meaning application of deviance to behaviors observed on the Internet. First, definitions of deviancein online and offline contexts are discussed. Observations of the Internet as a so-called yet-to-be-normalized environment present a conflicting scenario for labeling emergent behaviors as deviant. The question stands as to whether devianceis an appropriate term to apply to…
The Effects of Asynchronous Computer-Mediated Group Interaction on Group Processes
This article reports a study undertaken to investigate some of the social psychological processes underlying computer-supported group discussion in natural computer-mediated contexts. Based on the concept of deindividuation, it was hypothesized that personal identifiability and group identity would be important factors that affect the perceptions and behavior of members of computer-mediated groups. The degree of personal identifiability and the s…
Introduction
This article will present an overview of the way that the Internet is being used to assist psychological research and mediate psychological practice. It will show how psychologists are using the Internet to examine the interactions between people and computers, and highlight some of the ways that this research is important to the design and development of useable and acceptable computer systems. In particular, this introduction will review the re…
The Effects of Asynchronous Computer-Mediated Group Interaction on Group Processes
This article reports a study undertaken to investigate some of the social psychological processes underlying computer-supported group discussion in natural computer-mediated contexts. Based on the concept of deindividuation, it was hypothesized that personal identifiability and group identity would be important factors that affect the perceptions and behavior of members of computer-mediated groups. The degree of personal identifiability and the s…
The Labeling Game
This article draws on sociological and psychological theory to explore the meaning application of deviance to behaviors observed on the Internet. First, definitions of deviancein online and offline contexts are discussed. Observations of the Internet as a so-called yet-to-be-normalized environment present a conflicting scenario for labeling emergent behaviors as deviant. The question stands as to whether devianceis an appropriate term to apply to…
(A)morally Demanding Game? An Exploration of Moral Decision-Making in a Purpose-Made Video Game
A purpose-made video game was used to measure response time and moral alignment of in-game moral decisions, which were made by 115 undergraduate students. Overall, moral decisions took between 4–6 seconds and were mostly pro-social. Previous gameplay, in-game, and post-game experiences predicted in-game moral alignment. Real-life moral salience was not related to in-game decision-making. The implications of these results are discussed in the cont…
Trait-level non-clinical ADHD symptoms in a community sample and their association with technology addictions
An increasing number of studies have reported the existence of ADHD symptoms to be risk factors for technology addictions among young adults. In contrast to previous studies, the aim of the present study was to examine different dimensions of technology addiction in a community sample of adults and to examine their association with the individual trait-level ADHD symptoms of inattention and hyperactivity-impulsivity. A community sample of one hun…
On the relationship between internet addiction and ADHD symptoms in adults
These results indicate that ADHD symptoms and executive function impairments interact in a way that leads to real-life consequences, even when there is no relationship between those symptoms and executive function performance. Furthermore, we show that no single online activity is responsible for the relationship between inattention and internet addiction, nor does inhibitory control ability determine which online activity participants engage in
Psychology (6 works) · Computer Science (4 works) · Social Psychology (4 works) · The Internet (4 works) · World Wide Web (4 works) · Impact of Technology on Adolescents (3 works) · Social Psychology (3 works) · Addiction (2 works) · Behavioral addiction (2 works) · Child Development and Digital Technology (2 works)