Japan
Mobile games, sense of wellbeing, wellbeing, satisfaction with life, consumer behavior
social media, polarization, online communication, extremism
C2C markets, Selling App, second-hand market, e-commerce, empirical analysis, method of instrumental variables
Creative Industry, Free Goods, File Sharing, Piracy, Freemium, Music Industry
Data Utilization, Platform, CVM, Willingness to Pay, Personal Information, Personal Data
misinformation, COVID-19, disinformation, media literacy, information literacy, social media
misinformation, disinformation, media literacy, news literacy, information literacy, digital literacy social media
Creativity, communication, psychological safety, team management, innovation
Twitter, COVID-19, vaccine hesitancy, computational social science, big data, Japan