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Keyphrases
Generative AI
66%
Artificial Intelligence Adoption
40%
Gambling
33%
Higher Education
33%
UK Universities
33%
Framework Review
33%
Male Perspective
33%
Societal Expectations
33%
Thematic Content Analysis
33%
Body Image
33%
Diagnostic Process
33%
Endometriosis Diagnosis
33%
National Health Service
33%
Consumer-centric
33%
United Kingdom
33%
Artificial Intelligence in Education (AIEd)
33%
Non-sports
33%
Psychological Distress
33%
Death Competence
33%
Fight Club
33%
Death Acceptance
33%
Social Media
22%
Online Survey
14%
Endometriosis
12%
Artificial Intelligence in Higher Education
12%
Mental Health
11%
Cultural Norms
11%
Well-being
11%
Young Population
11%
Target Response
11%
The Self
11%
Male Population
11%
Physical Health
11%
Social Pressure
11%
Norm Perception
11%
Diet Culture
11%
Male Role Models
11%
Male Perception
11%
Media Comparison
11%
Physical Standards
11%
Social Comparison
11%
Body Dissatisfaction
11%
Direct Impact
11%
Male Body Image
11%
Perception of Others
11%
Health Impact
11%
Negative Impact
8%
Delayed Diagnosis
8%
Negative Social Impacts
8%
Satisfaction Ratings
8%
Social Sciences
UK
66%
Generative Artificial Intelligence
66%
Higher Education
66%
University Students
45%
Thematic Analysis
36%
Lockdown
33%
COVID-19
33%
Gambling
33%
Human-AI Interaction
33%
Gambling Industry
33%
Cryptocurrency
33%
Academic Discipline
33%
Academic Literature
33%
Emotions
33%
Content Analysis
11%
Quality of Life
11%
Cultural Background
11%
Education
11%
Pastoral Support
8%
Design Methodology
7%
Academic Fraud
6%
Summative Assessment
6%
Technology Acceptance Model
5%
Traditional Technology
5%
Academic Discourse
5%
Integration Strategy
5%
Computer Science
5%
Decision-Making Process
5%
Psychology
5%
Educational Sciences
5%
Psychology
Gambling
100%
Higher Education
66%
Mental Health
50%
Social Media
33%
Risk-Taking
33%
Artificial Intelligence
33%
Human-AI Interaction
33%
Risk Behavior
33%
Psychological Distress
33%
Open-Ended Question
16%
Social Control
16%
Body Dissatisfaction
16%
Social Information Processing Theory
8%
Social Participation
8%
Decision-Making Process
5%
Interactivity
5%
Psychology
5%
Pedagogy
5%