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Journal of Behavioral Addictions
Authors: Tao Luo, Lixia Qin, Limei Cheng, Sheng Wang, Zijun Zhu, Jiabing Xu, Haibo Chen, Qiaosheng Liu, Maorong Hu, Jianqin Tong, Wei Hao, Bo Wei, and Yanhui Liao

Introduction Social media defined as online applications which allow the interaction with others, maintenance of relationships, formation interest groups, and development of individual’s presence ( Kietzmann, Hermkens, McCarthy, & Silvestre, 2011

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). While the above studies have typically relied on public web data, using web crawlers, social web data has not yet been systematically examined. The social web, also referred to as ‘social media’, is defined as a set of online communication tools that

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Introduction Intensive gaming and social media use have frequently been linked to the development of addictive-like behaviors among adolescents ( Griffiths, Kuss, & Demetrovics, 2014 ; Lemmens, Valkenburg, & Gentile, 2015

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Introduction Online social media and games play an important role in adolescents’ lives. Nearly all high-school adolescents (98.6%) have (daily) contact with friends through social media ( Van Dorsselaer et al., 2016 ), and

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social media and Internet gaming ( Cheng & Li, 2014 ; Kuss & Griffiths, 2012 ; Kuss, Griffiths, Karila, & Billieux, 2014 ; Mazzoni & Iannone, 2014 ; Ryan, Chester, Reece, & Xenos, 2014 ). Although individuals are rarely addicted to Internet itself

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The gambling industry has always relied on technology and technological advances to drive its profitability ( Turner, 2008 ). One such advance is the Internet, where social media sites (e.g., Facebook) have presented an opportunity for

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Introduction Over the last decade, social media use has become increasingly prevalent in daily activities. However, when people spend significant amounts of time online, Internet-related activities can lose their functional

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any time and in many places, but the high volume of cues (e.g., notifications and thoughts about others’ thrilling experiences) are also there to remind and push people to further use social media, even at the expense of other life domains (e

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problematic engagement in a particular type of smartphone/internet activity (e.g., social-media use, gaming, gambling) and shares similar features to generalized problematic smartphone/internet use. Specific problematic smartphone/internet use has also been

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.J. & Zubillaga , J.I. (2010): How large U.S. companies can use Twitter and other social media to gain business value. MIS Quart. Executive , 9 (4), 243–259. Zubillaga J.I. How large U

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