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1. Designing social media to foster user engagement in challenging misinformation: a cross-cultural comparison between the UK and Arab countries

2. Does metaverse improve recommendations quality and customer trust? A user-centric evaluation framework based on the cognitive-affective-behavioural theory

3. Depression, stress, and anxiety versus internet addiction in early and middle adolescent groups: the mediating roles of family and school environments

4. The influence of adolescents essential and non-essential use of technology and Internet addiction on their physical and mental fatigues

5. Examining the growth in willingness to pay for digital wellbeing services on social media: A comparative analysis

6. Willingness to pay for digital wellbeing features on social network sites: a study with Arab and European samples

7. Adolescents’ Internet addiction: Does it all begin with their environment?

8. C-XAI: A conceptual framework for designing XAI tools that support trust calibration

9. Considering the IMPACT framework to understand the AI-well-being-complex from an interdisciplinary perspective

10. Motivated by Design: A Codesign Study to Promote Challenging Misinformation on Social Media

11. On the association between personality, fear of missing out (FoMO) and problematic social media use tendencies in European and Arabian samples

12. The interplay between adolescents’ Internet addiction and family-related factors: three common patterns

13. The interplay between social media use and problematic internet usage: Four behavioral patterns

14. The role of objectively recorded smartphone usage and personality traits in sleep quality

15. Designing for Digital Wellbeing: From Theory to Practice a Scoping Review

16. Who Uses Mhealth? User Archetypes for Physical and Mental Health Apps

17. Influences of social media usage on public attitudes and behavior toward COVID-19 vaccine in the Arab world

18. Public attitudes on social media toward vaccination before and during the COVID-19 pandemic

19. Problematic internet usage: the impact of objectively Recorded and categorized usage time, emotional intelligence components and subjective happiness about usage

20. What’s in the box? Exploring UK players’ experiences of loot boxes in games; the conceptualisation and parallels with gambling

21. Smartphone Usage before and during COVID-19: A Comparative Study Based on Objective Recording of Usage Data

22. Did Usage of Mental Health Apps Change during COVID-19? A Comparative Study Based on an Objective Recording of Usage Data and Demographics

23. Enabling Responsible Online Gambling by Real-time Persuasive Technologies

24. Perceptions and Misperceptions of Smartphone Use: Applying the Social Norms Approach

25. Gamification Risks to Enterprise Teamwork: Taxonomy, Management Strategies and Modalities of Application

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