揭示青少年使用互联网、智能手机和游戏的潜在特征及其与社会心理风险因素的关系

IF 2.9 4区 管理学 Q2 COMPUTER SCIENCE, CYBERNETICS
Chiara Remondi, Antonino La Tona, Adriano Schimmenti, Gianluca Lo Coco, Angelo Compare, Agostino Brugnera
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引用次数: 0

摘要

本研究根据 18-24 岁网民的一般情况(即互联网和智能手机)和特殊情况(即游戏、游戏频率、视频游戏时间),对他们进行了调查。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Uncovering latent profiles of internet, smartphone and gaming use among young adults and their relationships with psychosocial risk factors
The present study examined internet users aged 18–24 years based on their generalised (i.e. internet and smartphone) and specific (i.e. gaming, frequency of gaming, time spent in video game session...
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来源期刊
Behaviour & Information Technology
Behaviour & Information Technology 工程技术-计算机:控制论
CiteScore
7.70
自引率
8.10%
发文量
159
审稿时长
5 months
期刊介绍: Behaviour & Information Technology (BIT) puts people before technology. As such it deviates from other related journals. It is the primary scientific venue for peer-reviewed publications on human-centred IT. BIT reports original research studies, practical case studies, and thoughtful articles on: • usability and user experience (UX) • human computer interaction (HCI) • human-centred and user-centred design • the social, business and human aspects of the digital world. The Journal attracts authors and readers from a variety of disciplines (e.g., usability, user experience, psychology, ergonomics, computer science, and sociology), originating from both academics and industry. All papers are subject to initial appraisal by the Editor, and, if found suitable for further consideration, will undertake rigorous double blind peer review by independent, anonymous expert referees.
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