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Are geeks driving out the fashion industry?
8 references·0 citing·48 second hopsampled
Are geeks driving out the fashion industry? (2015)Are geeks driving out the fashion industr…Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Who plays, how much, and why?…Identity construction on Facebook: Digital empowerment in anchored relationships (2008)Identity construction on Face…Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls (2007)Factors Correlated with Viole…Adolescents on the net: Internet use and well-being. (2007)Adolescents on the net: Inter…Measuring problem video game playing in adolescents (2002)Measuring problem video game …The Influence of Appropriateness of Dress and Gender on The Self-Perception of Occupational Attributes (1994)The Influence of Appropriaten…Identifying video game addiction in children and adolescents (1994)Identifying video game addict…Clothing Interest: Conceptualization and Measurement (1979)Clothing Interest: Conceptual…Self-Perception Theory (1972)Sociology and Social Research (1981)Uniforms for Collegiate Female Golfers: Cause for Dissatisfaction and Role Conflict? (1999)The impact of workplace attire on employee self‐perceptions (2007)Men at work: using dress to communicate identities (2011)Advances in Consumer Research (2025)Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines (1991)Pathological gambling: A review of the literature (prepared for the American Psychiatric Association task force on DSM-IV committee on disorders of impulse control not elsewhere classified) (1991)Gambling Behavior and Problem Gambling (1993)Videogame Addiction and its Treatment (2009)Pathological Video-Gaming among Singaporean Youth (2010)A preliminary investigation into the prevalence and prediction of problematic cell phone use (2014)The Principles of Psychology (1891)The Varimax Criterion for Analytic Rotation in Factor Analysis (1958)Modern Factor Analysis (1968)Perceived Fashion Risk and Self‐Esteem of Males and Females (1980)Toward a Contextual Social Psychology of Clothing: A Synthesis of Symbolic Interactionist and Cognitive Theoretical Perspectives (1983)Apparel involvement and advertisement processing (2002)Evaluating the use of exploratory factor analysis in psychological research. (1999)Bowling alone: the collapse and revival of American community (2000)Prevalence, Severity, and Comorbidity of 12-Month DSM-IV Disorders in the National Comorbidity Survey Replication (2005)Problematic Internet use and psychosocial well-being among MMO players (2009)Psychosocial causes and consequences of pathological gaming (2010)Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health (2011)The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The Role of Violent Video Game Content in Adolescent Development (2007)Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Sadness, Suicide, and Their Association with Video Game and Internet Overuse among Teens: Results from the Youth Risk Behavior Survey 2007 and 2009 (2011)Cyberbullying Behavior and Adolescents' Use of Media with Antisocial Content: A Cyclic Process Model (2013)Reliability and Validity Assessment (1979)Diagnostic and Statistical Manual of Mental Disorders (1988)Online gaming addiction in children and adolescents: A review of empirical research (2012)Diagnostic and Statistical Manual of Mental Disorders (2013)Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools (2013)The Conceptualisation and Measurement of DSM-5 Internet Gaming Disorder: The Development of the IGD-20 Test (2014)The Strength of Weak Ties (1973)Social support: An interactional view. (1990)Internet paradox: A social technology that reduces social involvement and psychological well-being? (1998)The relationships between Turkish adolescents’ Internet addiction, their perceived social support and family activities (2013)Who are problematic internet users? An investigation of the correlations between problematic internet use and shyness, loneliness, narcissism, aggression and self-perception (2013)Bidirectional associations between family factors and I nternet addiction among adolescents in a prospective investigation (2014)The Presentation of Self in Everyday Life. (1956)Self-discrepancy: A theory relating self and affect. (1987)A Social Psychologist Discovers Chicago Sociology (1989)Why do people use Facebook? (2011)Understanding Generation Y and their use of social media: a review and research agenda (2013)Social Networking Sites and Addiction: Ten Lessons Learned (2017)
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References

  • 2008Identity construction on Facebook: Digital empowerment in anchored relationships1,848 cited
  • 2008Who plays, how much, and why? Debunking the stereotypical gamer profile706 cited
  • 2002Measuring problem video game playing in adolescents473 cited
  • 1994Identifying video game addiction in children and adolescents263 cited
  • 2007Adolescents on the net: Internet use and well-being.188 cited
  • 2007Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls183 cited
  • 1979Clothing Interest: Conceptualization and Measurement62 cited
  • 1994The Influence of Appropriateness of Dress and Gender on The Self-Perception of Occupational Attributes51 cited

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