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Explaining the acceptance and use of government Internet services: A multivariate analysis of 2006 survey data in the Netherlands
In this article, an attempt is made to explain the descriptive data of a large-scale representative survey of the use of government Internet services by the Dutch population in 2006 by means of aExpand
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The effects of interactive brand placements in online games on children's cognitive, affective, and conative brand responses
This study investigated how persuasive messages integrated in an online game affects children's cognitive, affective, and conative responses to the brand, as well as their attitude toward the gameExpand
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A cognitive-behavioral model of problematic online gaming in adolescents aged 12-22 years
The 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 andExpand
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Rethinking Internet skills: The contribution of gender, age, education, Internet experience, and hours online to medium- and content-related Internet skills
This paper focuses on one of the factors that appears to be important in several conceptualizations of how to approach the digital divide: the differential possession of so-called Internet skills.Expand
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The Prevalence of Problematic Video Gamers in The Netherlands
This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the prevalence of problematic gaming. A representative national panel of 902 respondents aged 14 to 81Expand
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Horizontal and vertical communication as determinants of professional and organisational identification
This paper aims to present the results of a study into the relationship between horizontal and vertical communication and professional and organisational identification.
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The Acceptance of Domestic Ambient Intelligence Appliances by Prospective Users
Ambient intelligence (AmI) is a growing interdisciplinary area where the focus is shifted towards users instead of merely emphasizing the technological opportunities of AmI. Different methods areExpand
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A model for predicting the educational use of information and communication technologies
This study of 550 persons, predominately education professionals, was designed to test an integrated theoretical model (the 4-E Model) for predicting the likelihood of the use ofExpand
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Always connected: a longitudinal field study of mobile communication
Twenty-five novice users of a new mobile communication device were closely tracked for a period of three months. The results of this longitudinal field study show that people's motivations for usingExpand
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Assessing Problematic Video Gaming Using the Theory of Planned Behavior: A Longitudinal Study of Dutch Young People
Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using establishedExpand
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