New Meanings of Computer-Based Entertainment and Communication among Students in Poland During the COVID-19 Pandemic
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DOI: 10.14746/quageo-2022-0034
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References listed on IDEAS
- Deng, Xiaoyan & Unnava, H. Rao & Lee, Hyojin, 2019. "“Too true to be good?” when virtual reality decreases interest in actual reality," Journal of Business Research, Elsevier, vol. 100(C), pages 561-570.
- S. Brent Jackson & Kathryn T. Stevenson & Lincoln R. Larson & M. Nils Peterson & Erin Seekamp, 2021. "Outdoor Activity Participation Improves Adolescents’ Mental Health and Well-Being during the COVID-19 Pandemic," IJERPH, MDPI, vol. 18(5), pages 1-18, March.
- Kim, Myung Ja & Hall, C. Michael, 2019. "A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors," International Journal of Information Management, Elsevier, vol. 46(C), pages 236-249.
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Keywords
computer-based entertainment and communication; recreation; leisure; E-leisure; students in Poland; COVID-19 pandemic;All these keywords.
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