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I am an Assistant Professor of Psychology at Old Dominion University in Norfolk, VA, USA. My home area is Industrial/Organizational Psychology, the application of psychological principles to the working world. In particular, I’m interested in how the Internet has and will change the way work is conducted. Training is my focus right now – using the web to deliver instruction is the likely future of most work-related training, and little research is available so far to help practitioners design web-based training effectively. I think I can help.
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by Richard Landers in NeoAcademic
And if a few hours of Call of Duty will help you survive, don't you owe it to yourself to pick up a controller?... Read more »
Dye, M., Green, C., & Bavelier, D. (2009) Increasing Speed of Processing With Action Video Games. Current Directions in Psychological Science, 18(6), 321-326. DOI: 10.1111/j.1467-8721.2009.01660.x
by Richard Landers in NeoAcademic
Compelling empirical evidence for the use of learning styles in education and training simply does not exist.... Read more »
Pashler, H., McDaniel, M., Rohrer, D., & Bjork, R. (2009) Learning Styles: Concepts and Evidence. Psychological Science in the Public Interest, 9(3), 105-119. DOI: 10.1111/j.1539-6053.2009.01038.x
by Richard Landers in NeoAcademic
Part 6 of my series examining research evidence for the value of video games. This time: video games and children with developmental disorders.... Read more »
Durkin, K. (2010) Videogames and young people with developmental disorders. Review of General Psychology, 14(2), 122-140. DOI: 10.1037/a0019438
by Richard Landers in NeoAcademic
Part 5 of my series examining research evidence for the value of video games. This time: video games that have been made for patient care and training doctors.... Read more »
Kato, P. (2010) Video games in health care: Closing the gap. Review of General Psychology, 14(2), 113-121. DOI: 10.1037/a0019441
by Richard Landers in NeoAcademic
Potential applicants may never apply to work in your organization if your website does nothing to combat stereotypes about industry culture.
Some related articles on Neo-Academic:Desperation Can Cost You a Job
Don’t Use Foursquare To Improve Your Workplace
... Read more »
De Goede, M., Van Vianen, A., & Klehe, U. (2011) Attracting Applicants on the Web: PO fit, industry culture stereotypes, and website design. International Journal of Selection and Assessment, 19(1), 51-61. DOI: 10.1111/j.1468-2389.2010.00534.x
by Richard Landers in NeoAcademic
Part 2 of my series examining research evidence for the value of video games. This time: the potential of video games to improve spatial cognition.... Read more »
Spence, I., & Feng, J. (2010) Video games and spatial cognition. Review of General Psychology, 14(2), 92-104. DOI: 10.1037/a0019491
by Richard Landers in NeoAcademic
What should trainers and instructors do before starting their courses that will maximize learning for students?... Read more »
Mesmer-Magnus, J., & Viswesvaran, C. (2010) The role of pre-training interventions in learning: A meta-analysis and integrative review. Human Resource Management Review, 20(4), 261-282. DOI: 10.1016/j.hrmr.2010.05.001
by Richard Landers in NeoAcademic
In a recent issue of the Journal of Virtual Worlds Research, Minocha, Tran and Reeves (2010)[1] discuss considerations when conducting research in the 3D virtual world, Second Life. They cover a pretty large array of information, including how to explain virtual worlds to IRBs, additional ethical concerns when interacting with natives in virtual worlds, differences [...]... Read more »
Minocha, S., Tran, M. Q., & Reeves, A. J. (2010) Conducting empirical research in virtual worlds: Experiences from two projects in Second Life. Journal of Virtual Worlds Research, 3(1). info:/
by Richard Landers in NeoAcademic
Part 8 of my series examining research evidence for the value of video games. This time: serious video games and their use to improve civic engagement.... Read more »
Bers, M. (2010) Let the games begin: Civic playing on high-tech consoles. Review of General Psychology, 14(2), 147-153. DOI: 10.1037/a0019490
by Richard Landers in NeoAcademic
It's only a couple of weeks since my massive coverage of video games research, but another interesting article has come up on the topic. This time - an exploration of personality as it can be used to explain attraction to violent video games.... Read more »
Chory, R., & Goodboy, A. (2010) Is Basic Personality Related to Violent and Non-Violent Video Game Play and Preferences?. Cyberpsychology, Behavior, and Social Networking, 2147483647. DOI: 10.1089/cyber.2010.0076
by Richard Landers in NeoAcademic
There are four general classifications of social media users, according to recently published research: introvert, novel, versatile, and expert-communicator.
Some related articles on Neo-Academic:Surprise: Social People Use Facebook
Faculty Apparently Use Social Media
Call for Participants in NSF Proposal to Integrate Social Media in Undergraduate Education
... Read more »
Alarcón-del-Amo, M., Lorenzo-Romero, C., & Gómez-Borja, M. (2011) Classifying and Profiling Social Networking Site Users: A Latent Segmentation Approach. Cyberpsychology, Behavior, and Social Networking, 2147483647. DOI: 10.1089/cyber.2010.0346
by Richard Landers in NeoAcademic
If you're physically attractive, the world simply treats you better. But what about virtual attractiveness? Do people react to the attractiveness of virtual people the same way they react to real people?... Read more »
Banakou, D. . (2010) The effects of avatars' gender and appearance on social behavior in virtual worlds. Journal of Virtual Worlds Research, 2(5). info:other/https://journals.tdl.org/jvwr/article/view/779
by Richard Landers in NeoAcademic
An upcoming paper in Cyberpsychology, Behavior and Social Networking examines participant drop out rates in online surveys. I even made a handy chart!... Read more »
Hoerger, M. (2010) Participant dropout as a function of survey length in Internet-mediated university studies: Implications for study design and voluntary participation in psychological research. Cyberpsychology, Behavior and Social Networking. info:/10.1089/cyber.2009.0445
by Richard Landers in NeoAcademic
I decided to examine the full extent of scholarly literature supporting (or not) the use of virtual worlds for education and training. It's not a long list.... Read more »
DELUCIA, A., FRANCESE, R., PASSERO, I., & TORTORA, G. (2009) Development and evaluation of a virtual campus on Second Life: The case of SecondDMI. Computers , 52(1), 220-233. DOI: 10.1016/j.compedu.2008.08.001
Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2009) Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life. Computers , 53(1), 169-182. DOI: 10.1016/j.compedu.2009.01.010
Jamaludin, A., Chee, Y., & Ho, C. (2009) Fostering argumentative knowledge construction through enactive role play in Second Life. Computers , 53(2), 317-329. DOI: 10.1016/j.compedu.2009.02.009
Lester, P.M. . (2009) Analog vs. Digital Instruction and Learning: Teaching Within First and Second Life Environments. Journal of Computer-Mediated Communication, 14(3), 457. info:/10.1111/j.1083-6101.2009.01449.x
Good, J., Howland, K., & Thackray, L. (2008) Problem-based learning spanning real and virtual words: a case study in Second Life. ALT-J, 16(3), 163-172. DOI: 10.1080/09687760802526681
Edirisingha, P., Nie, M., Pluciennik, M., & Young, R. (2009) Socialisation for learning at a distance in a 3-D multi-user virtual environment. British Journal of Educational Technology, 40(3), 458-479. DOI: 10.1111/j.1467-8535.2009.00962.x
Herold, D. (2010) Mediating Media Studies – Stimulating critical awareness in a virtual environment. Computers , 54(3), 791-798. DOI: 10.1016/j.compedu.2009.10.019
McVey, M. (2008) Observations of expert communicators in immersive virtual worlds: implications for synchronous discussion. ALT-J, 16(3), 173-180. DOI: 10.1080/09687760802526673
Livingstone, D., Kemp, J., & Edgar, E. (2008) From Multi-User Virtual Environment to 3D Virtual Learning Environment. ALT-J, 16(3), 139-150. DOI: 10.1080/09687760802526707
Dickey, M. (2005) Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education. British Journal of Educational Technology, 36(3), 439-451. DOI: 10.1111/j.1467-8535.2005.00477.x
by Richard Landers in NeoAcademic
Research explores the cognitive-affective states students experience during learning games. Surprisingly, the state of confusion leads to student engagement.
Some related articles on Neo-Academic:How Do We Design Effective Video Games for Learning? (VG Series Part 4/10)
Pre-Teaching Interventions to Maximize Learning
College Courses as Live Games
... Read more »
Rodrigo, M. (2010) Dynamics of student cognitive-affective transitions during a mathematics game. Simulation , 42(1), 85-99. DOI: 10.1177/1046878110361513
by Richard Landers in NeoAcademic
Part 10 of my series examining research evidence for the value of video games. This time: understanding the psychology of typical gamers (i.e. no mental disorders this time!).... Read more »
Barnett, J., & Coulson, M. (2010) Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14(2), 167-179. DOI: 10.1037/a0019442
Olson, C. (2010) Children's motivations for video game play in the context of normal development. Review of General Psychology, 14(2), 180-187. DOI: 10.1037/a0018984
by Richard Landers in NeoAcademic
Cheaters can be identified by their scores on the Dark Triad: narcissism, Machiavellianism, and psychopathy. But now that we can profile them, what comes next?... Read more »
Williams, K., Nathanson, C., & Paulhus, D. (2010) Identifying and profiling scholastic cheaters: Their personality, cognitive ability, and motivation. Journal of Experimental Psychology: Applied, 16(3), 293-307. DOI: 10.1037/a0020773
by Richard Landers in NeoAcademic
Part 9 of my series examining research evidence for the value of video games. This time: a model for understanding the potential of video games to motivate people.... Read more »
Przybylski, A., Rigby, C., & Ryan, R. (2010) A motivational model of video game engagement. Review of General Psychology, 14(2), 154-166. DOI: 10.1037/a0019440
by Richard Landers in NeoAcademic
Recent research by Tokunaga[1] in Cyberpsychology, Behavior and Social Networking derives ten categories of bad experiences that people have on online social networks. Here they are, in descending order of how commonly they were reported: The person initiates a friend request which is denied or ignored by the person he sends it to. The person [...]
Some related articles on Neo-Academic:Surprise: Social People Use Facebook
Scientists Ignoring Social Networks
Discrimination in Hiring via Social Networks
... Read more »
Tokunaga, R. (2011) Friend me or you'll strain us: Understanding negative events that occur over social networking sites. Cyberpsychology, Behavior, and Social Networking, 2147483647. DOI: 10.1089/cyber.2010.0140
by Richard Landers in NeoAcademic
New research reveals that social people tend to use Facebook more often than asocial people. I guess the Internet is not just for nerds anymore.
Some related articles on Neo-Academic:Faculty Apparently Use Social Media
Inappropriate Work-related Facebook Checkups
Montana Job Applications Required FaceBook Password
... Read more »
Gosling, S., Augustine, A., Vazire, S., Holtzman, N., & Gaddis, S. (2011) Manifestations of Personality in Online Social Networks: Self-Reported Facebook-Related Behaviors and Observable Profile Information. Cyberpsychology, Behavior, and Social Networking, 2147483647. DOI: 10.1089/cyber.2010.0087
Landers, R.N., & Lounsbury, J.W. (2006) An investigation of Big Five and narrow personality traits in relation to Internet usage. Computers in Human Behavior, 22(2), 283-293. DOI: 10.1016/j.chb.2004.06.001
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