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Authors: Mary Aiken

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GLOSSARY

Addiction (broad definition)

A state of dependency, a compulsive need for and use of a substance (heroin, nicotine, caffeine, alcohol, or other) characterized by tolerance and withdrawal symptoms.

Algorithm

Step-by-step instructions for carrying out a procedure or solving a particular problem.

Altruism online

Actions online to promote the welfare of others.

Anonymity

A state of being unknown or unacknowledged.

Antisocial behavior

Actions causing harassment, significant or persistent annoyance, intimidation, distress, or alarm.

Artificial intelligence (A.I.)

Field of computer science attempting to enable machines to simulate or improve upon human intelligence and behavior.

Attention-deficit/hyperactivity disorder (ADD/ADHD)

Childhood condition characterized by persistent inattention, hyperactivity, or impulsivity.

BDSM: bondage, dominance (or discipline), submission (or sadism), masochism

Acronym for erotic role-play involving practices of submission and dominance
that may include inflicting or receiving physical pain as sexual stimulation.

Body dysmorphic disorder (BDD)

Pathological preoccupation with an imagined or exaggerated defect in physical appearance.

Bystander effect (diffusion of responsibility)

Psychological phenomenon in which the likelihood of an individual intervening in an emergency or crime decreases when there are others present who may offer help.

Catfishing

Luring a person into a relationship under false pretenses.

Chatbot (Chat robot)

Computer algorithm simulating human conversation.

Child abuse material

A term used rather than “child pornography,” which arguably implies consent of the child and a benign relationship with adult pornographic practices. There is a preference to use the phrase “child abuse material” (CAM) when referring to these images.

Cognitive dissonance

A theory that explains an individual's efforts to resolve conflicting attitudes, thoughts, or behaviors with sometimes irrational justifications.

Comorbidity

More than one disorder or condition occurring simultaneously or sequentially, usually affecting one another.

Crowdfunding

Request for financial contributions from a large number of people online.

Cryptocurrency

A digital currency (e.g., Bitcoin) operated independently of a central authority that uses cryptography to provide security.

Crypto-markets

Contraband markets operating on the Internet.

Cyber

A modifier relating to the culture of computing, computing networks, and digital and information technologies; can be used as a prefix to describe a person, thing, or idea.

Cyberbullying

Repeatedly critical remarks and teasing, often by a group, via electronic or online means.

Cyberchondria

Anxiety induced by reviewing morbid or alarming content during health-related search online.

Cyberchondria by proxy

Anxiety induced by reviewing morbid or alarming content during health-related search online for others.

Cybercrime

A crime committed against a computer or computing system (e.g., hacking) or in which a computer is the principal tool (e.g., transmitting child abuse material).

Cyber-exhibitionism

A behavior in which sexual gratification is obtained by indecent exposure to another person online, usually unsolicited.

Cyber-infidelity

A romantic and/or sexual relationship conducted solely through online contact with someone other than an individual's spouse or exclusive partner.

Cyber juvenile delinquency

The habitual committing of cybercriminal acts or offenses by a minor.

Cyber law (virtual law)

A developing area of law regulating the use of computers and computer networks, as well as activities and transactions involving this technology.

Cyber maladaptive behavior

Behavior that inhibits a person's ability to adjust to particular situations in cyber contexts; attitudes, emotions, responses, and patterns of thought that result in negative outcomes.

Cyber-migration

The transfer of interactions from real-world to cyber environments, and the introduction of cyber-influenced attitudes and practices to real-world culture.

Cyberpsychology

The study of the impact of technology on human behavior.

Cyber-security

Measures taken to protect a computer or computer network and associated data from unauthorized access or use.

Cyber-socialization

Acceptance of new or revised behavioral norms accelerated by the characteristics of cyber environments.

Cyberstalking

Persistent harassment of an individual, group, or organization using technology.

Darknets

Portions of the Deep Web intentionally hidden and not accessible using standard Web browsers and that can be accessed only with specific software, configurations, or authorization.

Deep Web

The part of the Internet that is inaccessible to conventional search engines.

Diagnostic websites

Websites offering symptom-checking aids, such as checklists.

Dopamine

An organic chemical released in the brain that helps to regulate movement and emotional responses, and is also associated with pleasurable feelings.

Dunbar's number

The theoretical limit to the number of people with whom an individual can maintain socially meaningful relationships (approximately 150).

Eating disorders (anorexia nervosa, bulimia, binge eating)

Psychological disorders characterized by abnormal eating habits.

Emotional attachment style

The ability to make emotional connections with others; established in early childhood relationships with caregivers.

Face-to-face (FTF)

In direct contact; within the presence of another person.

File-sharing

Distributing electronic data, such as music and film files, to others via an online network.

Flaming emails

Hostile and/or abusive verbal attacks in the form of electronic messages and/or posts to online forums.

Forensic science

The application of natural sciences for the evaluation of physical evidence in service of the law.

Fun failure

In gaming, the anticipation of winning and the excitement of participation, combined with incremental or intermittent successes, resulting in psychologically positive feedback in spite of failure to achieve the stated goal.

Gamer's thrombosis

Deep vein thrombosis (DVT): blood clots usually formed in the lower limbs, which can travel to arteries in the lungs and block blood flow; potentially fatal. Caused by extended periods of physical inactivity, such as lengthy gaming sessions.

Gaming freak-outs

Irrational or hysterical behavior; a result of loss of control associated with excessive immersion in a gaming environment.

Gestalt principle of good continuation

Phenomenon of visual psychology in which a viewer will perceive a series of visual elements connected in a straight or curved line as belonging together, even if interrupted by another, unrelated form.

Google stack

Results of amateur health-related research online, printed and gathered as a stack of paper and often presented by a patient to a doctor during the consultation process.

Groupthink

Psychological phenomenon describing the tendency of members of a group to conform to consensus opinion.

Hacking

Use of computers to obtain unauthorized access to data.

Halo effect

A good impression made by one characteristic, such as attractiveness, extended without justification to other areas, such as honesty.

Health anxiety

Excessive or obsessive concern about one's health; preoccupation with perceived or potential illness.

Human-computer interaction (HCI)

The study of how people interact with computers and how successfully computers are designed for users.

Human trafficking

The forced movement of a person for the purpose of exploitation.

Hyperpersonal interaction

In online environments, where users may be selective and edit their communications, idealized self-images are constructed and received, and intimacy is quickly established.

Iatrogenic death (Iatrogenesis)

Inadvertent and preventable induction of disease or complications by a medical treatment that results in the death of the patient.

Identity deception

Deliberate promulgation of misinformation about one's identity.

Identity formation

Development of an individual's personality, beginning in childhood and usually maturing through adolescence.

Impression management

Presenting a favorable and/or enhanced public image of oneself so that others will form positive judgments.

Impulsive behavior

Characterized by the urge to act spontaneously without reflecting on an action and its consequences.

Instamacy

Slang for too-swiftly established feelings of intimacy or trust.

Intelligence amplification (IA)

The use of information technology to augment human intelligence.

Internet addictive behavior

Compulsive behavior resulting from escalating reliance on Internet services or the need to satisfy a craving for Internet-related activity, involving distress caused by its withdrawal. Also called
Internet use disorder, Internet addiction, problematic Internet use, dysfunctional Internet behavior, virtual addiction
.

Internet gaming disorder

Excessive participation in Internet-based games that leads to significant behavioral or mental dysfunction. Also called
Internet gaming addiction, compulsive Internet gaming, online gaming addiction
.

Internet service provider (ISP)

A company providing access to the Internet.

Internet shopping addiction

Compulsive, episodic purchasing of goods facilitated and exacerbated by the accessibility of items online. Also called
online shopping addiction, eBay addiction, compulsive shopping
.

Locard's exchange principle

Principle of forensic science that every contact with a person, place, or thing results in an exchange that can be traced and used as evidence.

Locus of control

The extent to which people believe they have power over events in their lives. People with an internal locus of control believe that they are responsible for their own success or failure; those with an external locus of control believe that external forces, such as luck, determine their outcomes.

Longitudinal study

A research method in which data is gathered by observation of the same subjects over an extended period of time.

Looking-glass theory

A metaphor describing how an individual's identity can develop in response to feedback about how others see them.

Maladaptive behavior

Behavior that interferes with the activities of daily life or that is inappropriate in a given setting.

Malware (malicious software, Trojans, keyloggers, ransomware, spyware)

Software designed to infiltrate and disrupt or damage a computer or computer network.

Man-computer symbiosis

Potentially interdependent relationship between human beings and machines.

Mindfulness

Awareness of the present moment and acceptance of the current state of being.

Minimization of status and authority online

Construct that authority figures wield less influence online, without the real-world environment or trappings that reinforce status.

Mirror-image stimulation

A technique whereby an organism is confronted with its own reflection in a mirror.

Mobile phone addiction

Compulsive and excessive use of mobile/cell phones.

Mule (money mule, storage mule, smurfer)

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