Markus Kaakinen

Orcid: 0000-0002-7067-1665

According to our database1, Markus Kaakinen authored at least 16 papers between 2018 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
Online communities as a risk factor for gambling and gaming problems: A five-wave longitudinal study.
Comput. Hum. Behav., 2024

2023
Social media use in professional organizations: boosting and draining workforce.
Behav. Inf. Technol., August, 2023

The role of impulsivity, social relations online and offline, and compulsive Internet use in cyberaggression: A four-country study.
New Media Soc., January, 2023

2021
Online identities and social influence in social media gambling exposure: A four-country study on young people.
Telematics Informatics, 2021

Professional social media usage: Work engagement perspective.
New Media Soc., 2021

The role of online group norms and social identity in youth problem gambling.
Comput. Hum. Behav., 2021

Sharing a work team with robots: The negative effect of robot co-workers on in-group identification with the work team.
Comput. Hum. Behav., 2021

COVID-19 crisis and digital stressors at work: A longitudinal study on the Finnish working population.
Comput. Hum. Behav., 2021

2020
Care Workers' Readiness for Robotization: Identifying Psychological and Socio-Demographic Determinants.
Int. J. Soc. Robotics, 2020

Cyberbullying victimization at work: Social media identity bubble approach.
Comput. Hum. Behav., 2020

Illicit Drug Purchases via Social Media Among American Young People.
Proceedings of the Social Computing and Social Media. Design, Ethics, User Behavior, and Social Network Analysis, 2020

Emotions in Online Gambling Communities: A Multilevel Sentiment Analysis.
Proceedings of the Social Computing and Social Media. Design, Ethics, User Behavior, and Social Network Analysis, 2020

2019
Loneliness and online gambling-community participation of young social media users.
Comput. Hum. Behav., 2019

Effects of Gamified Augmented Reality in Public Spaces.
IEEE Access, 2019

2018
Did the risk of exposure to online hate increase after the November 2015 Paris attacks? A group relations approach.
Comput. Hum. Behav., 2018

Cybercrime Victimization and Subjective Well-Being: An Examination of the Buffering Effect Hypothesis Among Adolescents and Young Adults.
Cyberpsychology Behav. Soc. Netw., 2018


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