Linda K Kaye's research while affiliated with Edge Hill University and other places

Publications (163)

Article
In an Internet-enabled era, we are citizens in a vast array of different online spaces, and the behaviours afforded to these spaces are becoming increasingly complex. Within the study of computer-mediated communication (CMC), there is an implicit assumption that behaviour occurring in CMC is equivalent to that depicted in the communicated message....
Article
Despite emoji often being assumed to be a form of emotional communication, the emotional affordances of these are not yet fully established. The current study employed the Emoji Spatial Stroop Task to explore whether spatial iconicity affects semantic-relatedness judgments relating to emoji stimuli. Namely, emoji stimuli were displayed in various v...
Article
This research explored how gender portrayals in video games affect gender-related attitudes. Two hundred participants from the United Kingdom and Malaysia participated across three experiments, where the appearance and behaviour of video game characters were manipulated with regard to target (enemy) gender (Study 1), sexually explicit attire (Study...
Preprint
A plethora of research explores “problematic use” of technologies, but conceptualising what “problematic” refers to and how it is operationalised remains an ongoing issue. There is a lack of consistency in how cut-offs are used to distinguish “problematic” users and how this is then handled in subsequent analyses. We compared various scoring strate...
Preprint
The popularity of social networking sites (SNS) continues to rise globally, prompting research into the potential consequences of their usage on our well-being. Studies have produced vastly disparate findings, however, reporting positive, negative, and sometimes no associations with psychosocial outcomes. These inconsistencies may, in part, reflect...
Article
Background: Gender stereotyping of academic domains has long been a major issue in education. However, previous research has mainly focused on male-dominated fields and women's disadvantage in such fields. Little attention has been paid to the fields of study, such as foreign language learning, which are typically stereotyped as female domains. A...
Article
A plethora of research explores “problematic use” of technologies, but conceptualising what “problematic” refers to and how it is operationalized remains an ongoing issue. There is a lack of consistency in how cut-offs are used to distinguish “problematic” users and how this is then handled in subsequent analyses. We compared various scoring strate...
Article
This paper presents a critical review of the current cyberpsychology understanding of what we know about how “social” social media is. Social media platforms are vastly complex and diverse, therefore it is important we understand the range of behaviours which correspond to “social” use to be in a better position to theorise about their potential ps...
Article
Emoji are vastly becoming an integral part of everyday communication, yet little is understood about the extent to which these are processed emotionally. Previous research shows that there is a processing advantage for emotionally-valenced words over neutral ones, therefore if emoji are indeed emotional, one could expect an equivalent processing ad...
Article
There is a wealth of academic evidence which points to the role of social gaming on a range of outcomes. Studies have employed a range of methodological approaches to study this, although the majority tend to use experimental methods. The current paper provides a review of the current literature on outcomes of “social gaming” alongside raising deba...
Preprint
PurposeWe highlight a number of concerns regarding a recent publication in Perspectives in Psychiatric Care which involves the apparent presentation of three case studies of video game-related suicide. Conclusions Although presented as a case report, the publication falls short of ethical and best-practice standards in the reporting of suicide, and...
Article
Full-text available
The nature of the relationship between online social capital and well-being may be impacted by a number of important factors, such as identity motives and self-presentational strategies. Additionally, there are likely to be cross-cultural variations in this respect, given that social internet use can vary considerably cross-nationally. Participants...
Chapter
This chapter provides an overview of the current conceptual and methodological challenges in light of gaming disorder recently being included in the ICD-11 (WHO, Gaming disorder, 2018). This is discussed in reference to the DSM-5 (APA, Diagnostic and statistical manual of mental disorders. 5th ed. Arlington: American Psychiatric Association, 2013)...
Chapter
The growth in computer-mediated communication has created real challenges for society; in particular, the internet has become an important resource for “convincing” or persuading a person to make a decision. From a cybersecurity perspective, online attempts to persuade someone to make a decision has implications for the radicalisation of individual...
Article
With respect to supporting student well-being and success, the current research developed a peer support scheme, built on the principles of Social Identity Theory (SIT). This was targeted towards first year undergraduate psychology students, in which measures of collective identity, sense of belonging, group efficacy, happiness and resilience were...
Preprint
Research has examined how standardized tests give rise to gender differences in English and STEM attainment, but little research has explored gender differences in classroom-based attainment and the degree to which these correspond to differences in school-related attitudes. To explore the extent to which gender-achievement gaps in classroom-based...
Preprint
Emoji are vastly becoming an integral part of everyday communication, yet little is understood about the extent to which these are processed emotionally. Previous research shows that there is a processing advantage for emotionally-valenced words over neutral ones, therefore if emoji are indeed emotional, one could expect an equivalent processing ad...
Preprint
Despite the fact that emoji are a key part of everyday communication, little is known about the way they may relate to emotional processing of written language. The current study aimed to explore this issue, examining whether including an emotionally-congruent emoji onto emotionally-valenced words could enhance emotional processing. Participants co...
Article
Full-text available
A growing number of self-report measures aim to define interactions with social media in a pathological behavior framework, often using terminology focused on identifying those who are 'addicted' to engaging with others online. Specifically, measures of 'social media addiction' focus on motivations for online social information seeking, which could...
Article
Full-text available
Research has examined how standardized tests give rise to gender differences in English and STEM attainment, but little research has explored gender differences in classroom-based attainment and the degree to which these correspond to differences in school-related attitudes. To explore the extent to which gender-achievement gaps in classroom-based...
Article
Full-text available
The severe acute respiratory syndrome coronavirus‐2 (SARS‐CoV‐2) that has caused the coronavirus disease 2019 (COVID‐19) pandemic represents the greatest international biopsychosocial emergency the world has faced for a century, and psychological science has an integral role to offer in helping societies recover. The aim of this paper is to set out...
Article
Full-text available
Debates concerning the impacts of screen time are widespread. Existing research presents mixed findings, and lacks longitudinal evidence for any causal or long-term effects. We present a critical account of the current shortcomings of the screen time literature. These include poor conceptualisation, the use of non-standardised measures that are pre...
Preprint
Debates concerning the impacts of screen-time are widespread. Existing research presents mixed findings, and lacks longitudinal evidence for any causal or long-term effects. We present a critical account of the current shortcomings of the screen-time literature. These include: poor conceptualisation, the use of non-standardised measures that are pr...
Article
Full-text available
Peer Mentoring schemes tend to be developed as retention strategies, however, they can also serve other purposes (psychosocial or career‐related). However, evidence of the effectiveness of these presents mixed results and less is known about the horizontal peer support schemes which may help students capitalize on existing peer relationships. We de...
Preprint
Peer Mentoring schemes tend to be developed as retention strategies, however they can also serve other purposes (psychosocial or career-related). However, evidence of the effectiveness of these presents mixed results and less is known about horizontal peer support schemes which may help students capitalise on existing peer relationships. We develop...
Preprint
Full-text available
A growing number of self-report measures aim to quantify interactions with social media in a pathological behaviour framework; often using terminology focused on identifying those who are ‘addicted’ to engaging with others online. The measures of social media addiction report focus on motivations for online social information seeking, many of which...
Preprint
We explore how specific behaviors on Facebook inform interpersonal perceptions. We conducted two studies which explored the impact of linguistic (Study 1) and emotional cues (Study 2) on interpersonal perceptions of a fictitious target. In both studies, a between-participants design was used, whereby participants were randomly allocated to one of t...
Article
This study reports on the development and assessment of a new 30-item Multidimensional Language Class Anxiety Scale which is designed to assess foreign language learners' anxiety regarding four language skills (listening, reading, writing, and speaking) and testing. In Study 1, the initial items were piloted with 323 students studying English as a...
Preprint
Letter to the editor. Cite as: Ellis, D. A., Davidson, B. I., and Kaye., L.K. (2019). Should smartphones be banned for children or does cyberpsychology have a bigger problem? Cyberpsychology, Behavior, and Social Networking. 22(7). DOI: 10.1089/cyber.2019.29152.lte
Chapter
Social identity theory (SIT) has been widely applied to many contexts as a way of understanding group identity and the associated impacts. However, less research has explored the relevance of SIT to digital gaming. This paper outlines recent studies which have sought to establish a number of psychosocial outcomes associated with gaming identity acr...
Article
Full-text available
The present commentary explores the impact of gender role stereotypes on perceptions of both intimate partner violence (IPV) and sexual violence. Two papers published in this issue of Sex Roles explored the influence of gender stereotypes on both IPV (Bates et al., 2019) and rape myths (Klement et al., 2019). An overarching theme of these papers is...
Article
Full-text available
Although intimate partner violence (IPV) is considered stereotypically as a gendered phenomenon, empirical evidence contradicts such gender asymmetry in reported rates of victimisation and perpetration. The current research explored the impact of stereotype priming on implicit attitudes associated with IPV victimisation (Study 1) and perpetration (...
Article
The psychosocial outcomes associated with online communication is hotly debated. We explored how WhatsApp engagement related to a number of psychosocial outcomes, and how key social factors were relevant here. WhatsApp users (N = 200) completed an online questionnaire measuring WhatsApp use and motivations, online bonding, quality of relationships,...
Article
The present study investigated the relationship between personality profiles and susceptibility to persuasion. Participants (N = 316) were recruited for an online questionnaire and asked to complete self-reported measures of their personality-Big-5, Dark Triad and Type D. Individual differences in susceptibility to persuasion were also explored usi...
Preprint
Playing digital games in the physical co-location of others elicits a different experience than solo play, with the experience of social play often being described as more immersive and fun. The current study investigated in a sample of 40 individuals (mean age=20.3 years), the effect of playing a competitive multiplayer game on gaming engagement,...
Article
Full-text available
The present commentary explores the impact of gender role stereotypes on perceptions of both intimate partner violence (IPV) and sexual violence. Two papers published in this issue of Sex Roles explored the influence of gender stereotypes on both IPV (Bates et al., 2019) and rape myths (Klement et al., 2019). An overarching theme of these papers is...
Preprint
The present commentary explores the impact of gender role stereotypes on perceptions of both intimate partner violence (IPV) and sexual violence. Two papers published in this issue of Sex Roles explored the influence of gender stereotypes on both IPV (Bates et al., 2019) and rape myths (Klement et al., 2019). An overarching theme of these papers is...
Article
This study explores the exercise of student agency in an alternative educational setting in England by considering students’ verbal interactions during an art lesson in which they created masks and during an engineering lesson in which they developed model rockets. We build on pre-existing operationalisations of student agency by drawing attention...
Conference Paper
Social identity theory (SIT) has been widely applied to many contexts as a way of understanding group identity and the associated impacts. However, less research has explored the relevance of SIT to digital gaming. This paper outlines recent studies which have sought to establish a number of psychosocial outcomes associated with gaming identity acr...
Preprint
Full-text available
This paper is a pre-print version of a commentary published in a special issue on Gender & Gaming for the BPS Psychology of Women Section Review.
Preprint
This study examined differences in flow experiences and post-gameplay Positive and Negative Mood between solo and social digital gaming. This was achieved by obtaining gamers’ (N = 302) retrospective ratings of the experience of flow and post-gameplay mood based on recent solo and social gaming experiences, through the use of an online questionnair...
Preprint
We live in a digital society that provides a range of opportunities for virtual interaction. Consequently, emojis have become popular for clarifying online communication. This presents an exciting opportunity for psychologists as these prolific online behaviours can be used to help reveal something unique about contemporary human behaviour.
Preprint
With public health concerns surrounding rates of sedentary behaviour, there is often speculation on the role of screen time (in which “computer gaming” is commonly encompassed) as a key contributor to this epidemic. We argue that these assertions are based upon a number of problematic assumptions. Particularly, the notion that screen-time necessita...
Chapter
Since their popularization, video games have developed a reputation for being antisocial spaces. However, this is somewhat contrary to the wealth of social opportunities and functions which contemporary gaming offers, as well as what much of the research in the area suggests. This chapter will outline the key claims and draw on research findings fr...
Preprint
The psychological experiences associated with engagement in virtual worlds have been well documented in the existing literature. The current study aimed to explore the motivations, experiences and psychosocial impacts of engaging in the virtual world “Second Life”. This aimed to extend previous findings by specifically exploring the phenomenologica...
Preprint
Gender stereotypes are still reported to exist in digital gaming contexts, despite the fact that participation of females is relatively equal to that of males. The current research explored a number of factors and their impact upon stereotypical perceptions and attitudes towards female players. This included; avatar gender, gender identity by gamin...
Preprint
Full-text available
Although intimate partner violence (IPV) is considered stereotypically as a gendered phenomenon, empirical evidence contradicts such gender asymmetry in reported rates of victimisation and perpetration. The current research explored the impact of stereotype priming on implicit attitudes associated with IPV victimisation (Study 1) and perpetration (...
Preprint
Although research extols the positive effects of social gaming, the dynamic processes underlying these effects remain unclear. In a hitherto unused approach in this field, we utilised a Smartphone App to model the effect of in-vivo flow and gaming context on positive mood. We also explored individual-level factors including demographic gaming varia...
Preprint
Evidence highlights the prevalent usage of emoticons within digital forms of textual communication and the impact on the recipient. However, little evidence demonstrates the interpersonal functions for the user and whether this varies as a product of virtual platform. This formed the basis for the current study in which participants (N = 92) provid...
Preprint
Drawing on social identity theory (SIT), the current research explored the psychosocial impacts of digital gaming, through two studies. In Study 1, Football Manager players (N= 349) completed an online questionnaire measuring their social identity, quality of friendships, self-esteem, and psychological well-being. Study 2 utilised the equivalent me...
Chapter
It is certainly not revolutionary to suggest that where we are and who we are with – one’s environmental and social context – impact the way we think, feel and act. Indeed, social psychology has for years extolled the importance of social contexts on affect, cognitions and behaviour. Nonetheless, many traditional research methodologies fail to acco...
Preprint
Full-text available
The current study examined the impact of stereotype threat on female online gamers’ performance and further examined whether manipulating the availability of multiple social identities effectively eliminated these performance decrements. Further, participants’ implicit attitudes towards female online gamers were assessed. Eighty-one participants (6...
Preprint
Research points to the positive impact that gender segregated schooling and classroom initiatives exert on academic attainment. An evaluation of these studies which reveal positive effects highlights, however, that students are typically selectively assigned to single- or mixed-gender instructional settings, presenting a methodological confound. Th...
Article
Full-text available
In view of recent changes in the Higher Education sector, such as increased tuition fees, a greater focus has been placed on widening participation initiatives and monitoring student satisfaction. The aims of the current study were twofold: 1), to explore whether pre-entry programmes foster successful transition to higher education, and 2), to exam...
Preprint
Females often report experiencing stigmatisation pertaining to their competency in digital gaming communities. Employing the principles of the multi-threat framework of stereotype threat, the current research examined the impact of gender-related stereotypes on females’ gaming performance and related self-perceptions. In Experiment 1, 90 females we...
Chapter
With the advancement of technology and internet connectivity, the potential for alternative methods of research is vast. Whilst pen-and-paper questionnaires and laboratory studies still prevail within most scientific disciplines, many researchers are selecting more contemporary methods for undertaking research. This chapter provides an overview of...
Article
Full-text available
We greatly appreciate the care and thought that is evident in the ten commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games isrelated to life problems. We believe that understanding this population and the nature and sev...
Article
Full-text available
Research points to the positive impact that gender-segregated schooling and classroom initiatives exert on academic attainment. An evaluation of these studies which reveal positive effects highlights, however, that students are typically selectively assigned to single- or mixed-gender instructional settings, presenting a methodological confound. Th...
Preprint
Full-text available
We greatly appreciate the care and thought that is evident in the ten commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and se...
Chapter
The growth in computer-mediated communication has created real challenges for society; in particular, the internet has become an important resource for “convincing” or persuading a person to make a decision. From a cybersecurity perspective, online attempts to persuade someone to make a decision has implications for the radicalisation of individual...
Chapter
With the advancement of technology and Internet connectivity, the potential for alternative methods of research is vast. Whilst pen-and paper questionnaires and laboratory studies still prevail within most scientific disciplines, many researchers are selecting more contemporary methods for undertaking research. This chapter provides an overview of...
Article
Full-text available
Females often report experiencing stigmatisation pertaining to their competency in digital gaming communities. Employing the principles of the multi-threat framework of stereotype threat, the current research examined the impact of gender-related stereotypes on females’ gaming performance and related self-perceptions. In Experiment 1, 90 females we...
Article
Full-text available
Griffiths’ (2017) response to the recent commentary piece by Ryding and Kaye (2017) on “Internet Addiction: A conceptual minefield” provided a useful critique and extension of some key issues. We take this opportunity to further build upon on one of these issues to provide some further insight into how the field of “internet addiction” (IA) or tech...
Article
Full-text available
With Internet connectivity and technological advancement increasing dramatically in recent years, “Internet addiction” (IA) is emerging as a global concern. However, the use of the term ‘addiction’ has been considered controversial, with debate surfacing as to whether IA merits classification as a psychiatric disorder as its own entity, or whether...
Article
Although research extols the positive effects of social gaming, the dynamic processes underlying these effects remain unclear. In a hitherto unused approach in this field, we utilised a Smartphone App to model the effect of in-vivo flow and gaming context on positive mood. We also explored individual-level factors including demographic gaming varia...
Article
Full-text available
Despite relatively equal participation rates between females and males in casual gaming, females often report stigmatisation and prejudice towards their gaming competency within this sub-domain. Applying the theoretical framework of “stereotype threat”, this research examined the influence of explicit stereotype priming on females’ casual gameplay...
Article
Playing digital games in the physical co-location of others elicits a different experience than solo play, with the experience of social play often being described as more immersive and fun. The current study investigated in a sample of 40 individuals (mean age=20.3 years), the effect of playing a competitive multiplayer game on gaming engagement,...
Article
With public health concerns surrounding rates of sedentary behaviour, there is often speculation on the role of screen time (in which “computer gaming” is commonly encompassed) as a key contributor to this epidemic. We argue that these assertions are based upon a number of problematic assumptions. Particularly, the notion that screen-time necessita...
Article
Drawing on social identity theory (SIT), the current research explored the psychosocial impacts of digital gaming, through two studies. In Study 1, Football Manager players (N= 349) completed an online questionnaire measuring their social identity, quality of friendships, self-esteem, and psychological well-being. Study 2 utilised the equivalent me...
Article
Gender stereotypes are still reported to exist in digital gaming contexts, despite the fact that participation of females is relatively equal to that of males. The current research explored a number of factors and their impact upon stereotypical perceptions and attitudes towards female players. This included; avatar gender, gender identity by gamin...
Article
As mobile phones have evolved into Smartphones, they have become more than simple communication tools; transforming into personal assistants, entertainment devices and information gateways. There is a need to understand how this rapid transformation and complexity of Smartphone uses have impacted on users’ relationship with their phones. This study...
Article
Research on online gaming engagement and psychosocial outcomes is somewhat contradictory, which may be due to inconsistencies in outcome measures and conceptualization of gaming engagement. To add clarity to this, we explored these relationships using a number of different indictors of “engagement” Additionally, we examined the role of social ident...