ABSTRACT Digital marketplaces sell connection, yet loneliness persists among their users. Marketing scholarship has largely examined loneliness as a consumer‐level deficit, studying how individuals compensate through consumption. How digital environments themselves structure the conditions under which loneliness is experienced has received less ...
Tianhao Yang +2 more
wiley +1 more source
Linking mental health and digital addiction in general population: an overview of thematic evolution and trends from a science mapping perspective. [PDF]
Karaköse T +6 more
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Are Start‐Up Acquisitions by Dominant Firms Driving Innovation or Killing Competition?
ABSTRACT This paper develops a sequential model to examine start‐up acquisitions in markets with network externalities, incorporating a pre‐entry strategic buyout option that allows the incumbent to integrate the start‐up's innovation, followed by post‐entry expenditure on coordination advertising, and defensive pricing strategies.
Adele Whelan, Kate Hynes
wiley +1 more source
Internet Gaming Disorder and Nonmedical Prescription Drug Use: The Moderating Role of Student Status. [PDF]
Jacob S +3 more
europepmc +1 more source
Impulsivity facets and internet gaming disorder symptoms in male adolescents with ADHD: an exploratory cross-sectional study from Turkiye. [PDF]
İçen S, Karaca Cengiz ŞN.
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Should gaming disorder include non-digital gaming activities, e.g., collectible card games, tabletop games? [PDF]
Sanders JL +4 more
europepmc +1 more source
The impact of mobile game genre on gaming disorder risk in early adolescents: a goal-oriented classification approach. [PDF]
Kim K, Lee S, Hwang S, Shin Y.
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Substance use amongst individuals with internet gaming disorder and gaming disorder: A scoping review. [PDF]
Liberacka-Dwojak M +10 more
europepmc +1 more source
A Critical Appraisal of the Links Between Video Gaming, Lifestyle Factors, Diet and Eating Behaviour: A Narrative Review. [PDF]
Deric S +8 more
europepmc +1 more source
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A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22 years
Computers in Human Behavior, 2013The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12-22 years participated in this study.
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