Investigating problematic social media and game use in a nationally representative sample of adolescents and younger adults.
Felix ReerRuth FestlThorsten QuandtPublished in: Behav. Inf. Technol. (2021)
Keyphrases
- social media
- public goods
- game theory
- representative set
- computer games
- game play
- social networks
- age groups
- video games
- game playing
- educational games
- virtual world
- game design
- game theoretic
- nash equilibrium
- serious games
- social media data
- user generated content
- social networking
- social interaction
- social context
- sample points
- representative samples
- cooperative game
- real time strategy games
- monte carlo tree search
- neural network
- cooperative
- information technology
- imperfect information
- crisis management
- nash equilibria
- online social networks