Eight hypotheses on technology use and psychosocial wellbeing: a bicultural phenomenological study of gaming during the covid-19 pandemic

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    Et_al, 2021; Gabbiadini et_al, 2020; Giardina et_al, 2021a; Johannes et_al, 2021a). For instance, several qualitative studies (e_g, Iacovides and amp; Mekler, 2019; Shi et_al, 2019; Snodgrass et_al, 2014) have demonstrated how gaming is sometimes utilized as a coping mechanism for stress and other life difficulties. Numerous in-depth studies have also documented the varying social functions of gaming across life contexts (e_g, Chen, 2012; Fine, 1983; for a review, see Bowman et_al, 2022). Hypothesis testing in psychology is often theory driven, but as the ongoing theory crisis has made manifest (e_g, Eronen and amp . . .

     

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