Medicine & Life Sciences
Social Media
100%
Gambling
70%
Social Identification
54%
Loneliness
52%
Hate
38%
Spain
37%
Finland
37%
Psychological Distress
35%
Occupational Groups
32%
Pandemics
32%
Internet
29%
Longitudinal Studies
29%
Crime Victims
25%
Social Isolation
24%
Republic of Korea
20%
Communication
20%
Young Adult
19%
Ambient Intelligence
18%
Terrorism
14%
Technology
14%
Pharmaceutical Preparations
14%
Information Technology
14%
Work Engagement
13%
Coronavirus
13%
Drinking
13%
Addictive Behavior
13%
Peer Group
13%
Artificial Intelligence
13%
Social Work
12%
Silk
12%
Psychology
12%
Paris
11%
Colombia
11%
Police
11%
Premature Mortality
11%
Illicit Drugs
11%
Mexico
10%
Anxiety
10%
Population
10%
Alcohol Drinking
9%
Mortality
9%
Psychometrics
9%
Individuality
9%
Income
8%
Fear
8%
Linear Models
8%
Regression Analysis
8%
Life Style
8%
Motivation
7%
Registries
7%
Social Sciences
social media
55%
robot
48%
gambling
47%
Finland
39%
hate
39%
Spain
36%
Internet
25%
South Korea
23%
victimization
20%
young adult
19%
drug
18%
well-being
17%
anxiety
16%
artificial intelligence
16%
adolescent
16%
escapism
14%
Zeitgeist
14%
regression
13%
group norm
13%
Crime victimization
13%
hate crime
12%
drug use
12%
mediation
11%
employee
11%
imitation
11%
co-worker
10%
subculture
10%
longitudinal study
10%
peer group
10%
worker
10%
morbidity
10%
network analysis
9%
logistics
9%
experiment
9%
Colombia
9%
sanction
9%
Social Relations
8%
psychometrics
8%
mortality
8%
terrorism
8%
Mexico
7%
offender
7%
social network
7%
interaction
7%
police
7%
mental health
7%
Group
7%
acceptance
6%
contact
6%
self-control
6%
Arts & Humanities
Social Media
28%
Victimization
24%
Longitudinal Study
15%
Harassment
15%
Psychological Distress
13%
Longitudinal Analysis
13%
Individual Factors
12%
Team Work
12%
Zeitgeist
12%
Hate
12%
Gambling
11%
Loneliness
11%
Social Identity
11%
Bubble
11%
Robot
11%
Situational
10%
Risk Factors
10%
Terrorist
10%
Terrorism
9%
Workers
9%
Attack
9%
Lifestyle
9%
Activity Theory
7%