Medicine & Life Sciences
Psychology
100%
Video Games
89%
Smartphone
80%
Social Identification
77%
Internet
71%
Self Concept
68%
Screen Time
64%
Students
62%
Personality
53%
Stereotyping
53%
Communication
51%
Computer Security
50%
Self Efficacy
48%
Social Media
44%
Research Personnel
42%
Social Networking
42%
Learning
39%
Anxiety
35%
Persuasive Communication
35%
Emotions
33%
Language
32%
Intimate Partner Violence
32%
Cues
31%
Social Capital
29%
Type D Personality
29%
Psychological Extraversion
27%
Word Processing
24%
Technology
23%
Intention
23%
Loneliness
22%
Stroop Test
22%
Happiness
22%
Coronavirus
22%
Research Design
22%
Fees and Charges
22%
Negotiating
21%
Teaching
21%
Mental Competency
21%
Lenses
20%
Suicide
20%
Sedentary Behavior
19%
Pupil
19%
Pandemics
19%
Violence
18%
Mental Health
18%
Semantics
18%
Self Report
17%
Motivation
17%
Aptitude
15%
Decision Making
14%
Arts & Humanities
Gaming
81%
Facebook
68%
Valence
58%
Social Identity
54%
Emotion
50%
Stereotypes
40%
Questionnaire
36%
Flow Experience
35%
Contextual
31%
Self-efficacy
29%
Self-esteem
28%
Extraversion
27%
Threat
26%
Addiction
26%
Second Life
26%
Stroop
26%
Computer-mediated Communication
26%
Psychological
24%
Word Processing
24%
Social Media
23%
Video Games
23%
Social Networking
22%
Rating
22%
Stimulus
22%
Priming
21%
Scoring
21%
Avatar
21%
Electronic Mail
18%
Qualitative Analysis
18%
Conceptual Framework
18%
Adolescence
18%
Communication
17%
Taxonomy
17%
Pupil
17%
Happiness
16%
Positioning
16%
Thematic Analysis
14%
Players
14%
Cut
14%
Conscientiousness
13%
Virtual Worlds
11%
Traits
11%
Observer
11%
Mood
10%
Performance
10%
Physical
10%
Interaction
9%
Latency
9%
Social Identity Theory
8%
Self-presentation
8%