From ff9fec5a742a27ced964fcc9da43d60dac3e8be0 Mon Sep 17 00:00:00 2001 From: Markus Tuominen Date: Thu, 12 Jun 2025 18:49:03 +0300 Subject: [PATCH 01/11] Add CESSDA example --- CESSDA/README.md | 2 + CESSDA/skg-if_cessda_example.json | 252 ++++++++++++++++++++++++++++++ 2 files changed, 254 insertions(+) create mode 100644 CESSDA/README.md create mode 100644 CESSDA/skg-if_cessda_example.json diff --git a/CESSDA/README.md b/CESSDA/README.md new file mode 100644 index 0000000..7e6886a --- /dev/null +++ b/CESSDA/README.md @@ -0,0 +1,2 @@ +An example of what one research product returned by CESSDA's upcoming SKG-IF API /products endpoint would be like. Some additional information might be included in the actual API, but some information might also be removed if implementation is not feasible. +The study from the example can be found in [CESSDA Data Catalogue](https://datacatalogue.cessda.eu/detail?lang=en&q=280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab). diff --git a/CESSDA/skg-if_cessda_example.json b/CESSDA/skg-if_cessda_example.json new file mode 100644 index 0000000..cb7b4d8 --- /dev/null +++ b/CESSDA/skg-if_cessda_example.json @@ -0,0 +1,252 @@ +{ + "@context": [ + "https://w3id.org/skg-if/context/1.0.1/skg-if.json", + { + "@base": "https://w3id.org/skg-if/sandbox/cessda/" + } + ], + "local_identifier": "c30fd1cbd8fd543d5585768a2955d4fdb043966081c74004817e9083a8c96b9e", + "identifiers": [ + { + "value": "urn:nbn:fi:fsd:T-FSD3400", + "scheme": "URN" + }, + { + "value": "10.60686/t-fsd3400", + "scheme": "DOI" + } + ], + "entity_type": "product", + "titles": { + "en": [ + "YouGamble 2017: Additional Finnish Data" + ], + "fi": [ + "YouGamble 2017: Suomen lisäaineisto" + ] + }, + "abstracts": { + "en": [ + "This survey charted the gambling, social media usage and subjective well-being of young people aged 15-30 years in Finland. The study was conducted as part of the \"Problem Gambling and Social Media: Social Psychological Study on Youth Behavior in Online Gaming Communities\" research project. The aim of the project was to analyse how young social media users assess, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. This dataset contains additional data collected from popular Finnish social media sites. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3591). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by \"liking\" or \"disliking\" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their financial circumstances and life in general. They were also asked how well the single statement \"I have high self-esteem\" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves. Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification). Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, number of inhabitants in municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status." + ], + "fi": [ + "Aineistossa on selvitetty 15-25-vuotiaiden rahapelaamista, sosiaalisen median käyttöä ja yleistä subjektiivista hyvinvointia. Aineisto kerättiin osana Atte Oksasen johtamaa tutkimushanketta Rahapeliongelmat ja verkkoyhteisöt: Sosiaalipsykologinen tutkimus nuorten toiminnasta sosiaalisen median peliyhteisöissä. Hankkeessa tutkitaan, kuinka nuoret käyttäjät arvioivat, omaksuvat ja jakavat sosiaalisessa mediassa rahapelaamiseen liittyviä verkkosisältöjä ja kuinka ryhmäprosessit vaikuttavat heidän rahapelaamiseensa ja sitä koskeviin asenteisiin. Tietoarkistoon on tallennettu myös hankkeessa lähes vastaavalla kyselylomakkeella kerätyt aineistot (FSD3399 ja FSD3591). Hankkeen aineistoja on kerätty Suomen ja Yhdysvaltojen lisäksi myös Espanjassa ja Etelä-Koreassa. Vastaajilta kysyttiin, mitä sosiaalisen median palveluita he käyttävät, sekä heidän yleisiä sosiaalisen median käyttötottumuksiaan. Heiltä kysyttiin myös riskikokemuksista netissä, kuten nettihäirinnän ja nettirikoksen uhriksi joutumisesta. Kyselyn seuraavassa osiossa vastaajat jaettiin satunnaisesti kahteen ryhmään vignette-koeasetelmaa varten. Toiselle ryhmälle kerrottiin, että heidät oli sijoitettu ryhmään C, koska heidän vastauksensa olivat lähellä ryhmän muiden jäsenten vastauksia. Kontrolliryhmälle ei annettu ryhmätietoa. Vastaajille näytettiin erilaisia kuvitteellisia sosiaalisen median rahapeliaiheisia skenaarioita, ja heitä pyydettiin arvioimaan rahapeliaiheisten viestien sisältöä. Vastaajia pyydettiin reagoimaan viestiin joko \"tykkäämällä\", \"ei-tykkäämällä\" tai olemalla reagoimatta lainkaan. Jokaiselle vastaajalle näytettiin neljä erilaista skenaariota, joiden sisältö vaihteli. Skenaarioissa varioitiin kolmea asiaa (2x2x2): viestin suhtautuminen rahapelaamiseen (myönteinen tai kielteinen), viestin narratiivinen sävy (kokemuspohjainen tai tutkimustietoon perustuva fakta), sekä muiden vastaajien aiemmat reaktiot kyseiseen viestiin (pääosin myönteinen tai kielteinen suhtautuminen). Toiselle ryhmälle (ryhmä C) muiden reaktiot esitettiin samaan ryhmään kuuluvien vastaajien reaktioina, ja kontrolliryhmälle muiden kyselyyn vastaajien reaktioina. Lisäksi vastaajia pyydettiin arvioimaan suhtautumistaan viestin sisältöön kysymällä esimerkiksi, kuinka todennäköisesti hän pitäisi kyseistä viestiä kiinnostavana tai hakeutuisi vastaavan sisällön pariin tulevaisuudessa. Koeasetelman jälkeen vastaajia pyydettiin arvioimaan skenaarioiden perusteella, kuinka vahvasti he kokevat samanlaisuutta muiden ryhmän jäsenten kanssa (ryhmä C) tai muiden kyselyyn vastaajien kanssa (kontrolliryhmä). Neljän kysymyksen patteristo mittasi sosiaalista identifikaatiota ja itsekategorisaatiota. Vastaajilta kysyttiin heidän rahapelaamisen laajuudesta, rahapelaamiseen liittyvistä mahdollisista ongelmista, sekä rahapelaamiseen liittyvistä asenteista. Päihde- ja addiktio-ongelmat kartoitettiin kysymällä vastaajilta heidän huumeiden käytöstään sekä alkoholin ja Internetin ongelmakäytöstä. Kysymykset käsittelivät myös vastaajien subjektiivista hyvinvointia ja sosiaalisia suhteita. Vastaajilta kysyttiin muun muassa heidän psyykkisestä kuormittuneisuudesta, sekä koetusta itsetunnosta ja onnellisuuden tasosta. Lisäksi kartoitettiin vastaajien sosiaaliset vuorovaikutussuhteet ja läheisiltä saatu sosiaalinen tuki. Kysymykset koskivat yleisesti sosiaalisia suhteita, ystävyyssuhteita, kiinnittymistä erilaisiin yhteisöihin, sosiaalista tukea sekä koettua yksinäisyyden tunnetta. Lopuksi kysyttiin vastaajien kokemasta elämänhallinnan tunteesta, sekä kartoitettiin impulsiivisuutta ja lyhytjänteisyyttä muun muassa palkintoviiveeseen liittyvillä kysymyksillä. Aineistossa on käytetty seuraavia mittareita ja muuttujien nimissä niiden lyhenteitä: IBR = Samanmielisyys ja identiteettikuplat sosiaalisessa mediassa (Identity Bubble Reinforcement Scale), ATGS = Rahapeliasenteet (Attitudes Toward Gambling Scale), SOGS = Rahapeliongelmat (South Oaks Gambling Screen), CIUS = Internetin ongelmakäyttö (Compulsive Internet Use), AUDITC = Alkoholin ongelmakäyttö (The Alcohol Use Disorders Identification Test), SISE = Itsetunto (Single-item Self-esteem Scale), LONE = Yksinäisyyden tunne (Three-item Loneliness Scale), GHQ = Psyykkinen kuormittuneisuus (General Health Questionnaire), MASTERY = Hallinnan tunne (Sense of Mastery Scale), EIS = Impulsiivisuus (Eysenck Impulsivity Scale) ja GRATIF = Palkintoviive (Delay of Gratification). Taustamuuttujia aineistossa ovat sukupuoli, ikä, synnyinmaa (oma ja vanhempien), koulutus, asuinalueen tyyppi, asumismuoto, tulotaso, taloudelliset ongelmat ja päätoimi." + ] + }, + "product_type": "dataset", + "topics": [ + { + "term": { + "local_identifier": "otf___1749735604451___topic-1", + "identifiers": [ + { + "scheme": "OKM", + "value": "http://www.yso.fi/onto/okm-tieteenala/conceptscheme" + } + ], + "entity_type": "topic", + "labels": { + "fi": "Yhteiskuntatieteet", + "en": "Social sciences" + } + } + }, + { + "term": { + "local_identifier": "otf___1749735604451___topic-2", + "identifiers": [ + { + "scheme": "CESSDA_Topic_Classification", + "value": "https://vocabularies.cessda.eu/urn/urn:ddi:int.cessda.cv:TopicClassification:4.2" + } + ], + "entity_type": "topic", + "labels": { + "fi": "Nuoret", + "en": "Youth" + } + } + }, + { + "term": { + "local_identifier": "otf___1749735604451___topic-3", + "identifiers": [ + { + "scheme": "CESSDA_Topic_Classification", + "value": "https://vocabularies.cessda.eu/urn/urn:ddi:int.cessda.cv:TopicClassification:4.2" + } + ], + "entity_type": "topic", + "labels": { + "fi": "Päihteiden käyttö ja tupakointi", + "en": "Drug abuse, alcohol and smoking" + } + } + }, + { + "term": { + "local_identifier": "otf___1749735604451___topic-4", + "identifiers": [ + { + "scheme": "CESSDA_Topic_Classification", + "value": "https://vocabularies.cessda.eu/urn/urn:ddi:int.cessda.cv:TopicClassification:4.2" + } + ], + "entity_type": "topic", + "labels": { + "fi": "Sosiaalinen käyttäytyminen ja asenteet", + "en": "Social behaviour and attitudes" + } + } + }, + { + "term": { + "local_identifier": "otf___1749735604451___topic-5", + "identifiers": [ + { + "scheme": "CESSDA_Topic_Classification", + "value": "https://vocabularies.cessda.eu/urn/urn:ddi:int.cessda.cv:TopicClassification:4.2" + } + ], + "entity_type": "topic", + "labels": { + "fi": "Tietoyhteiskunta", + "en": "Information society" + } + } + }, + { + "term": { + "local_identifier": "otf___1749735604451___topic-6", + "identifiers": [ + { + "scheme": "CESSDA_Topic_Classification", + "value": "https://vocabularies.cessda.eu/urn/urn:ddi:int.cessda.cv:TopicClassification:4.2" + } + ], + "entity_type": "topic", + "labels": { + "fi": "Yleinen terveydentila ja hyvinvointi", + "en": "General health and well-being" + } + } + } + ], + "contributions": [ + { + "by": { + "local_identifier": "otf___1749733086057___person-1", + "identifiers": [ + { + "scheme": "orcid", + "value": "0000-0003-4143-5580" + } + ], + "entity_type": "person", + "name": "Oksanen, Atte" + }, + "declared_affiliations": [ + { + "local_identifier": "otf___1749733086057___organisation-1", + "name": "Tampere University. Faculty of Social Sciences", + "entity_type": "organisation" + } + ], + "role": "author" + }, + { + "by": { + "local_identifier": "otf___1749733340564___person-2", + "identifiers": [ + { + "scheme": "orcid", + "value": "0000-0003-2195-8114" + } + ], + "entity_type": "person", + "name": "Sirola, Anu" + }, + "declared_affiliations": [ + { + "local_identifier": "otf___1749733086057___organisation-2", + "name": "Tampere University. Faculty of Social Sciences", + "entity_type": "organisation" + } + ], + "role": "author" + }, + { + "by": { + "local_identifier": "otf___1749733340564___person-3", + "identifiers": [ + { + "scheme": "orcid", + "value": "0000-0002-7067-1665" + } + ], + "entity_type": "person", + "name": "Kaakinen, Markus" + }, + "declared_affiliations": [ + { + "local_identifier": "otf___1749733086057___organisation-3", + "name": "Tampere University. Faculty of Social Sciences", + "entity_type": "organisation" + } + ], + "role": "author" + } + ], + "manifestations": [ + { + "dates": { + "publication": "2020-09-16", + "collected": [ + "2017-04-19", + "2017-06-19" + ] + }, + "access_rights": { + "status": "restricted", + "description": "The dataset is (B) available for research, teaching and study." + }, + "biblio": { + "in": { + "local_identifier": "otf___1749734281422___venue-1", + "identifiers": [ + { + "scheme": "ror", + "value": "02wg9xc72" + } + ], + "entity_type": "venue", + "name": "Consortium of European Social Science Data Archives" + }, + "hosting_data_source": { + "local_identifier": "otf___1749734281422___datasource-1", + "identifiers": [ + { + "scheme": "ror", + "value": "033003e23" + } + ], + "entity_type": "datasource", + "name": "Tampere University. Finnish Social Science Data Archive" + } + } + } + ], + "funding": [ + { + "local_identifier": "otf___1749735109737___grant-1", + "titles": { + "en": [ + "Finnish Foundation for Alcohol Studies" + ], + "fi": [ + "Alkoholitutkimussäätiö" + ] + } + } + ] +} \ No newline at end of file From dc6f3b7aa2e94e48fa517596343d084e44c2dd29 Mon Sep 17 00:00:00 2001 From: Markus Tuominen Date: Fri, 20 Jun 2025 12:55:30 +0300 Subject: [PATCH 02/11] Rename skg-if_cessda_example.json to skg-if_cessda_example.jsonld --- ...{skg-if_cessda_example.json => skg-if_cessda_example.jsonld} | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) rename CESSDA/{skg-if_cessda_example.json => skg-if_cessda_example.jsonld} (99%) diff --git a/CESSDA/skg-if_cessda_example.json b/CESSDA/skg-if_cessda_example.jsonld similarity index 99% rename from CESSDA/skg-if_cessda_example.json rename to CESSDA/skg-if_cessda_example.jsonld index cb7b4d8..a6a95b0 100644 --- a/CESSDA/skg-if_cessda_example.json +++ b/CESSDA/skg-if_cessda_example.jsonld @@ -249,4 +249,4 @@ } } ] -} \ No newline at end of file +} From c9c95648254cd379aa9a5ca7aa5ab913befc2346 Mon Sep 17 00:00:00 2001 From: Markus Tuominen Date: Wed, 2 Jul 2025 13:00:01 +0300 Subject: [PATCH 03/11] Update link to study page in CESSDA Data Catalogue --- CESSDA/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CESSDA/README.md b/CESSDA/README.md index 7e6886a..5eae002 100644 --- a/CESSDA/README.md +++ b/CESSDA/README.md @@ -1,2 +1,2 @@ An example of what one research product returned by CESSDA's upcoming SKG-IF API /products endpoint would be like. Some additional information might be included in the actual API, but some information might also be removed if implementation is not feasible. -The study from the example can be found in [CESSDA Data Catalogue](https://datacatalogue.cessda.eu/detail?lang=en&q=280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab). +The study from the example can be found in [CESSDA Data Catalogue](https://datacatalogue.cessda.eu/detail/280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab). From 2eb596a72df3758da2ff6fbe5792f858bed16d9a Mon Sep 17 00:00:00 2001 From: Markus Tuominen Date: Wed, 2 Jul 2025 13:34:34 +0300 Subject: [PATCH 04/11] Fix local_identifier of study --- CESSDA/skg-if_cessda_example.jsonld | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CESSDA/skg-if_cessda_example.jsonld b/CESSDA/skg-if_cessda_example.jsonld index a6a95b0..a6f9576 100644 --- a/CESSDA/skg-if_cessda_example.jsonld +++ b/CESSDA/skg-if_cessda_example.jsonld @@ -5,7 +5,7 @@ "@base": "https://w3id.org/skg-if/sandbox/cessda/" } ], - "local_identifier": "c30fd1cbd8fd543d5585768a2955d4fdb043966081c74004817e9083a8c96b9e", + "local_identifier": "280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab", "identifiers": [ { "value": "urn:nbn:fi:fsd:T-FSD3400", From 17facd8797e183a2d74ee23cc2e4de1ff95d9c90 Mon Sep 17 00:00:00 2001 From: fsmatu Date: Wed, 2 Jul 2025 14:00:30 +0300 Subject: [PATCH 05/11] Add example of related publication --- CESSDA/skg-if_cessda_example2.jsonld | 24 ++++++++++++++++++++++++ 1 file changed, 24 insertions(+) create mode 100644 CESSDA/skg-if_cessda_example2.jsonld diff --git a/CESSDA/skg-if_cessda_example2.jsonld b/CESSDA/skg-if_cessda_example2.jsonld new file mode 100644 index 0000000..b7284de --- /dev/null +++ b/CESSDA/skg-if_cessda_example2.jsonld @@ -0,0 +1,24 @@ +{ + "@context": [ + "https://w3id.org/skg-if/context/1.0.1/skg-if.json", + { + "@base": "https://w3id.org/skg-if/sandbox/cessda/" + } + ], + "local_identifier": "otf___1749734385421___relpubl-1", + "identifiers": [ + { + "scheme": "doi", + "value": "10.1080/15213269.2018.1544910" + } + ], + "entity_type": "product", + "titles": { + "en": ["Kaakinen, M., Sirola, A., Savolainen, I. & Oksanen, A. (2020) Shared Identity and Shared Information in Social Media: Development and Validation of the Identity Bubble Reinforcement Scale. Media Psychology, 23(1), 23-51. DOI: 10.1080/15213269.2018.1544910."] + }, + "product_type": "literature", + "related_products": { + "cites": ["280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab", + "a92afed3e749620b6ef51a4d812636696f407300386b6ac9cc63b34377cc18ed"] + } +} \ No newline at end of file From ec5fcc69bc05e8a8d6416107f927b22f73012eb7 Mon Sep 17 00:00:00 2001 From: fsmatu Date: Wed, 2 Jul 2025 14:03:17 +0300 Subject: [PATCH 06/11] Format examples the same way --- CESSDA/skg-if_cessda_example.jsonld | 2 +- CESSDA/skg-if_cessda_example2.jsonld | 24 ++++++++++++++---------- 2 files changed, 15 insertions(+), 11 deletions(-) diff --git a/CESSDA/skg-if_cessda_example.jsonld b/CESSDA/skg-if_cessda_example.jsonld index a6f9576..6e100c7 100644 --- a/CESSDA/skg-if_cessda_example.jsonld +++ b/CESSDA/skg-if_cessda_example.jsonld @@ -249,4 +249,4 @@ } } ] -} +} \ No newline at end of file diff --git a/CESSDA/skg-if_cessda_example2.jsonld b/CESSDA/skg-if_cessda_example2.jsonld index b7284de..dc51513 100644 --- a/CESSDA/skg-if_cessda_example2.jsonld +++ b/CESSDA/skg-if_cessda_example2.jsonld @@ -7,18 +7,22 @@ ], "local_identifier": "otf___1749734385421___relpubl-1", "identifiers": [ - { - "scheme": "doi", - "value": "10.1080/15213269.2018.1544910" - } - ], + { + "scheme": "doi", + "value": "10.1080/15213269.2018.1544910" + } + ], "entity_type": "product", "titles": { - "en": ["Kaakinen, M., Sirola, A., Savolainen, I. & Oksanen, A. (2020) Shared Identity and Shared Information in Social Media: Development and Validation of the Identity Bubble Reinforcement Scale. Media Psychology, 23(1), 23-51. DOI: 10.1080/15213269.2018.1544910."] + "en": [ + "Kaakinen, M., Sirola, A., Savolainen, I. & Oksanen, A. (2020) Shared Identity and Shared Information in Social Media: Development and Validation of the Identity Bubble Reinforcement Scale. Media Psychology, 23(1), 23-51. DOI: 10.1080/15213269.2018.1544910." + ] }, - "product_type": "literature", + "product_type": "literature", "related_products": { - "cites": ["280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab", - "a92afed3e749620b6ef51a4d812636696f407300386b6ac9cc63b34377cc18ed"] - } + "cites": [ + "280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab", + "a92afed3e749620b6ef51a4d812636696f407300386b6ac9cc63b34377cc18ed" + ] + } } \ No newline at end of file From 3cfc850d35a54b33bf4a9ab79e66311d6939fd8a Mon Sep 17 00:00:00 2001 From: fsmatu Date: Thu, 3 Jul 2025 15:02:59 +0300 Subject: [PATCH 07/11] Update readme, fix grant example, update related publication example --- CESSDA/README.md | 2 +- CESSDA/skg-if_cessda_example.jsonld | 12 +++----- CESSDA/skg-if_cessda_example2.jsonld | 46 ++++++++++++++++++++++++++-- 3 files changed, 50 insertions(+), 10 deletions(-) diff --git a/CESSDA/README.md b/CESSDA/README.md index 5eae002..6aad17a 100644 --- a/CESSDA/README.md +++ b/CESSDA/README.md @@ -1,2 +1,2 @@ -An example of what one research product returned by CESSDA's upcoming SKG-IF API /products endpoint would be like. Some additional information might be included in the actual API, but some information might also be removed if implementation is not feasible. +An example of what one research product returned by CESSDA's upcoming SKG-IF API /products endpoint would look like. Some additional information might be included in the actual API implementation, but some information might also be removed if implementation is not feasible. Also contains an example of what related publication that cites the study from the first example would look like. The study from the example can be found in [CESSDA Data Catalogue](https://datacatalogue.cessda.eu/detail/280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab). diff --git a/CESSDA/skg-if_cessda_example.jsonld b/CESSDA/skg-if_cessda_example.jsonld index 6e100c7..cce2d4b 100644 --- a/CESSDA/skg-if_cessda_example.jsonld +++ b/CESSDA/skg-if_cessda_example.jsonld @@ -239,13 +239,11 @@ "funding": [ { "local_identifier": "otf___1749735109737___grant-1", - "titles": { - "en": [ - "Finnish Foundation for Alcohol Studies" - ], - "fi": [ - "Alkoholitutkimussäätiö" - ] + "entity_type": "grant", + "funding_agency": { + "local_identifier": "otf___1751543511846___1125", + "entity_type": "organisation", + "name": "Finnish Foundation for Alcohol Studies" } } ] diff --git a/CESSDA/skg-if_cessda_example2.jsonld b/CESSDA/skg-if_cessda_example2.jsonld index dc51513..314b19a 100644 --- a/CESSDA/skg-if_cessda_example2.jsonld +++ b/CESSDA/skg-if_cessda_example2.jsonld @@ -21,8 +21,50 @@ "product_type": "literature", "related_products": { "cites": [ - "280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab", - "a92afed3e749620b6ef51a4d812636696f407300386b6ac9cc63b34377cc18ed" + { + "local_identifier": "280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab", + "identifiers": [ + { + "value": "urn:nbn:fi:fsd:T-FSD3400", + "scheme": "URN" + }, + { + "value": "10.60686/t-fsd3400", + "scheme": "DOI" + } + ], + "entity_type": "product", + "titles": { + "en": [ + "YouGamble 2017: Additional Finnish Data" + ], + "fi": [ + "YouGamble 2017: Suomen lisäaineisto" + ] + } + }, + { + "local_identifier": "a92afed3e749620b6ef51a4d812636696f407300386b6ac9cc63b34377cc18ed", + "identifiers": [ + { + "value": "urn:nbn:fi:fsd:T-FSD3399", + "scheme": "URN" + }, + { + "value": "10.60686/t-fsd3399", + "scheme": "DOI" + } + ], + "entity_type": "product", + "titles": { + "en": [ + "YouGamble 2017: Finnish Data" + ], + "fi": [ + "YouGamble 2017: Suomen aineisto" + ] + } + } ] } } \ No newline at end of file From aff451ffe75640b5e0a97f367ce201ec44aef62d Mon Sep 17 00:00:00 2001 From: fsmatu Date: Thu, 3 Jul 2025 15:05:53 +0300 Subject: [PATCH 08/11] Fix otf local_identifier for funding organization --- CESSDA/skg-if_cessda_example.jsonld | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CESSDA/skg-if_cessda_example.jsonld b/CESSDA/skg-if_cessda_example.jsonld index cce2d4b..e9639ad 100644 --- a/CESSDA/skg-if_cessda_example.jsonld +++ b/CESSDA/skg-if_cessda_example.jsonld @@ -241,7 +241,7 @@ "local_identifier": "otf___1749735109737___grant-1", "entity_type": "grant", "funding_agency": { - "local_identifier": "otf___1751543511846___1125", + "local_identifier": "otf___1749735109737___organisation-1", "entity_type": "organisation", "name": "Finnish Foundation for Alcohol Studies" } From 05247ea681c1251f50cd609a9ac02d691646c743 Mon Sep 17 00:00:00 2001 From: Markus Tuominen Date: Wed, 9 Jul 2025 11:22:31 +0300 Subject: [PATCH 09/11] Fix product_type value --- CESSDA/skg-if_cessda_example.jsonld | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/CESSDA/skg-if_cessda_example.jsonld b/CESSDA/skg-if_cessda_example.jsonld index e9639ad..aa45c4f 100644 --- a/CESSDA/skg-if_cessda_example.jsonld +++ b/CESSDA/skg-if_cessda_example.jsonld @@ -33,7 +33,7 @@ "Aineistossa on selvitetty 15-25-vuotiaiden rahapelaamista, sosiaalisen median käyttöä ja yleistä subjektiivista hyvinvointia. Aineisto kerättiin osana Atte Oksasen johtamaa tutkimushanketta Rahapeliongelmat ja verkkoyhteisöt: Sosiaalipsykologinen tutkimus nuorten toiminnasta sosiaalisen median peliyhteisöissä. Hankkeessa tutkitaan, kuinka nuoret käyttäjät arvioivat, omaksuvat ja jakavat sosiaalisessa mediassa rahapelaamiseen liittyviä verkkosisältöjä ja kuinka ryhmäprosessit vaikuttavat heidän rahapelaamiseensa ja sitä koskeviin asenteisiin. Tietoarkistoon on tallennettu myös hankkeessa lähes vastaavalla kyselylomakkeella kerätyt aineistot (FSD3399 ja FSD3591). Hankkeen aineistoja on kerätty Suomen ja Yhdysvaltojen lisäksi myös Espanjassa ja Etelä-Koreassa. Vastaajilta kysyttiin, mitä sosiaalisen median palveluita he käyttävät, sekä heidän yleisiä sosiaalisen median käyttötottumuksiaan. Heiltä kysyttiin myös riskikokemuksista netissä, kuten nettihäirinnän ja nettirikoksen uhriksi joutumisesta. Kyselyn seuraavassa osiossa vastaajat jaettiin satunnaisesti kahteen ryhmään vignette-koeasetelmaa varten. Toiselle ryhmälle kerrottiin, että heidät oli sijoitettu ryhmään C, koska heidän vastauksensa olivat lähellä ryhmän muiden jäsenten vastauksia. Kontrolliryhmälle ei annettu ryhmätietoa. Vastaajille näytettiin erilaisia kuvitteellisia sosiaalisen median rahapeliaiheisia skenaarioita, ja heitä pyydettiin arvioimaan rahapeliaiheisten viestien sisältöä. Vastaajia pyydettiin reagoimaan viestiin joko \"tykkäämällä\", \"ei-tykkäämällä\" tai olemalla reagoimatta lainkaan. Jokaiselle vastaajalle näytettiin neljä erilaista skenaariota, joiden sisältö vaihteli. Skenaarioissa varioitiin kolmea asiaa (2x2x2): viestin suhtautuminen rahapelaamiseen (myönteinen tai kielteinen), viestin narratiivinen sävy (kokemuspohjainen tai tutkimustietoon perustuva fakta), sekä muiden vastaajien aiemmat reaktiot kyseiseen viestiin (pääosin myönteinen tai kielteinen suhtautuminen). Toiselle ryhmälle (ryhmä C) muiden reaktiot esitettiin samaan ryhmään kuuluvien vastaajien reaktioina, ja kontrolliryhmälle muiden kyselyyn vastaajien reaktioina. Lisäksi vastaajia pyydettiin arvioimaan suhtautumistaan viestin sisältöön kysymällä esimerkiksi, kuinka todennäköisesti hän pitäisi kyseistä viestiä kiinnostavana tai hakeutuisi vastaavan sisällön pariin tulevaisuudessa. Koeasetelman jälkeen vastaajia pyydettiin arvioimaan skenaarioiden perusteella, kuinka vahvasti he kokevat samanlaisuutta muiden ryhmän jäsenten kanssa (ryhmä C) tai muiden kyselyyn vastaajien kanssa (kontrolliryhmä). Neljän kysymyksen patteristo mittasi sosiaalista identifikaatiota ja itsekategorisaatiota. Vastaajilta kysyttiin heidän rahapelaamisen laajuudesta, rahapelaamiseen liittyvistä mahdollisista ongelmista, sekä rahapelaamiseen liittyvistä asenteista. Päihde- ja addiktio-ongelmat kartoitettiin kysymällä vastaajilta heidän huumeiden käytöstään sekä alkoholin ja Internetin ongelmakäytöstä. Kysymykset käsittelivät myös vastaajien subjektiivista hyvinvointia ja sosiaalisia suhteita. Vastaajilta kysyttiin muun muassa heidän psyykkisestä kuormittuneisuudesta, sekä koetusta itsetunnosta ja onnellisuuden tasosta. Lisäksi kartoitettiin vastaajien sosiaaliset vuorovaikutussuhteet ja läheisiltä saatu sosiaalinen tuki. Kysymykset koskivat yleisesti sosiaalisia suhteita, ystävyyssuhteita, kiinnittymistä erilaisiin yhteisöihin, sosiaalista tukea sekä koettua yksinäisyyden tunnetta. Lopuksi kysyttiin vastaajien kokemasta elämänhallinnan tunteesta, sekä kartoitettiin impulsiivisuutta ja lyhytjänteisyyttä muun muassa palkintoviiveeseen liittyvillä kysymyksillä. Aineistossa on käytetty seuraavia mittareita ja muuttujien nimissä niiden lyhenteitä: IBR = Samanmielisyys ja identiteettikuplat sosiaalisessa mediassa (Identity Bubble Reinforcement Scale), ATGS = Rahapeliasenteet (Attitudes Toward Gambling Scale), SOGS = Rahapeliongelmat (South Oaks Gambling Screen), CIUS = Internetin ongelmakäyttö (Compulsive Internet Use), AUDITC = Alkoholin ongelmakäyttö (The Alcohol Use Disorders Identification Test), SISE = Itsetunto (Single-item Self-esteem Scale), LONE = Yksinäisyyden tunne (Three-item Loneliness Scale), GHQ = Psyykkinen kuormittuneisuus (General Health Questionnaire), MASTERY = Hallinnan tunne (Sense of Mastery Scale), EIS = Impulsiivisuus (Eysenck Impulsivity Scale) ja GRATIF = Palkintoviive (Delay of Gratification). Taustamuuttujia aineistossa ovat sukupuoli, ikä, synnyinmaa (oma ja vanhempien), koulutus, asuinalueen tyyppi, asumismuoto, tulotaso, taloudelliset ongelmat ja päätoimi." ] }, - "product_type": "dataset", + "product_type": "research data", "topics": [ { "term": { @@ -247,4 +247,4 @@ } } ] -} \ No newline at end of file +} From 12af0191f1957596ce0ca75916a7b68573131b5a Mon Sep 17 00:00:00 2001 From: Markus Tuominen Date: Wed, 9 Jul 2025 18:03:04 +0300 Subject: [PATCH 10/11] Update related publication example to reflect decision made today --- CESSDA/skg-if_cessda_example2.jsonld | 48 ++-------------------------- 1 file changed, 3 insertions(+), 45 deletions(-) diff --git a/CESSDA/skg-if_cessda_example2.jsonld b/CESSDA/skg-if_cessda_example2.jsonld index 314b19a..38f26b8 100644 --- a/CESSDA/skg-if_cessda_example2.jsonld +++ b/CESSDA/skg-if_cessda_example2.jsonld @@ -21,50 +21,8 @@ "product_type": "literature", "related_products": { "cites": [ - { - "local_identifier": "280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab", - "identifiers": [ - { - "value": "urn:nbn:fi:fsd:T-FSD3400", - "scheme": "URN" - }, - { - "value": "10.60686/t-fsd3400", - "scheme": "DOI" - } - ], - "entity_type": "product", - "titles": { - "en": [ - "YouGamble 2017: Additional Finnish Data" - ], - "fi": [ - "YouGamble 2017: Suomen lisäaineisto" - ] - } - }, - { - "local_identifier": "a92afed3e749620b6ef51a4d812636696f407300386b6ac9cc63b34377cc18ed", - "identifiers": [ - { - "value": "urn:nbn:fi:fsd:T-FSD3399", - "scheme": "URN" - }, - { - "value": "10.60686/t-fsd3399", - "scheme": "DOI" - } - ], - "entity_type": "product", - "titles": { - "en": [ - "YouGamble 2017: Finnish Data" - ], - "fi": [ - "YouGamble 2017: Suomen aineisto" - ] - } - } + "280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab", + "a92afed3e749620b6ef51a4d812636696f407300386b6ac9cc63b34377cc18ed" ] } -} \ No newline at end of file +} From 573729f66290eca4c116a8f82d1ceae1bc132e43 Mon Sep 17 00:00:00 2001 From: Markus Tuominen Date: Wed, 27 Aug 2025 14:06:05 +0300 Subject: [PATCH 11/11] Update examples to reflect latest specs --- CESSDA/skg-if_cessda_example.jsonld | 444 ++++++++++++++------------- CESSDA/skg-if_cessda_example2.jsonld | 42 +-- 2 files changed, 248 insertions(+), 238 deletions(-) diff --git a/CESSDA/skg-if_cessda_example.jsonld b/CESSDA/skg-if_cessda_example.jsonld index aa45c4f..70fddab 100644 --- a/CESSDA/skg-if_cessda_example.jsonld +++ b/CESSDA/skg-if_cessda_example.jsonld @@ -5,246 +5,252 @@ "@base": "https://w3id.org/skg-if/sandbox/cessda/" } ], - "local_identifier": "280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab", - "identifiers": [ + "@graph": [ { - "value": "urn:nbn:fi:fsd:T-FSD3400", - "scheme": "URN" - }, - { - "value": "10.60686/t-fsd3400", - "scheme": "DOI" - } - ], - "entity_type": "product", - "titles": { - "en": [ - "YouGamble 2017: Additional Finnish Data" - ], - "fi": [ - "YouGamble 2017: Suomen lisäaineisto" - ] - }, - "abstracts": { - "en": [ - "This survey charted the gambling, social media usage and subjective well-being of young people aged 15-30 years in Finland. The study was conducted as part of the \"Problem Gambling and Social Media: Social Psychological Study on Youth Behavior in Online Gaming Communities\" research project. The aim of the project was to analyse how young social media users assess, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. This dataset contains additional data collected from popular Finnish social media sites. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3591). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by \"liking\" or \"disliking\" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their financial circumstances and life in general. They were also asked how well the single statement \"I have high self-esteem\" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves. Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification). Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, number of inhabitants in municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status." - ], - "fi": [ - "Aineistossa on selvitetty 15-25-vuotiaiden rahapelaamista, sosiaalisen median käyttöä ja yleistä subjektiivista hyvinvointia. Aineisto kerättiin osana Atte Oksasen johtamaa tutkimushanketta Rahapeliongelmat ja verkkoyhteisöt: Sosiaalipsykologinen tutkimus nuorten toiminnasta sosiaalisen median peliyhteisöissä. Hankkeessa tutkitaan, kuinka nuoret käyttäjät arvioivat, omaksuvat ja jakavat sosiaalisessa mediassa rahapelaamiseen liittyviä verkkosisältöjä ja kuinka ryhmäprosessit vaikuttavat heidän rahapelaamiseensa ja sitä koskeviin asenteisiin. Tietoarkistoon on tallennettu myös hankkeessa lähes vastaavalla kyselylomakkeella kerätyt aineistot (FSD3399 ja FSD3591). Hankkeen aineistoja on kerätty Suomen ja Yhdysvaltojen lisäksi myös Espanjassa ja Etelä-Koreassa. Vastaajilta kysyttiin, mitä sosiaalisen median palveluita he käyttävät, sekä heidän yleisiä sosiaalisen median käyttötottumuksiaan. Heiltä kysyttiin myös riskikokemuksista netissä, kuten nettihäirinnän ja nettirikoksen uhriksi joutumisesta. Kyselyn seuraavassa osiossa vastaajat jaettiin satunnaisesti kahteen ryhmään vignette-koeasetelmaa varten. Toiselle ryhmälle kerrottiin, että heidät oli sijoitettu ryhmään C, koska heidän vastauksensa olivat lähellä ryhmän muiden jäsenten vastauksia. Kontrolliryhmälle ei annettu ryhmätietoa. Vastaajille näytettiin erilaisia kuvitteellisia sosiaalisen median rahapeliaiheisia skenaarioita, ja heitä pyydettiin arvioimaan rahapeliaiheisten viestien sisältöä. Vastaajia pyydettiin reagoimaan viestiin joko \"tykkäämällä\", \"ei-tykkäämällä\" tai olemalla reagoimatta lainkaan. Jokaiselle vastaajalle näytettiin neljä erilaista skenaariota, joiden sisältö vaihteli. Skenaarioissa varioitiin kolmea asiaa (2x2x2): viestin suhtautuminen rahapelaamiseen (myönteinen tai kielteinen), viestin narratiivinen sävy (kokemuspohjainen tai tutkimustietoon perustuva fakta), sekä muiden vastaajien aiemmat reaktiot kyseiseen viestiin (pääosin myönteinen tai kielteinen suhtautuminen). Toiselle ryhmälle (ryhmä C) muiden reaktiot esitettiin samaan ryhmään kuuluvien vastaajien reaktioina, ja kontrolliryhmälle muiden kyselyyn vastaajien reaktioina. Lisäksi vastaajia pyydettiin arvioimaan suhtautumistaan viestin sisältöön kysymällä esimerkiksi, kuinka todennäköisesti hän pitäisi kyseistä viestiä kiinnostavana tai hakeutuisi vastaavan sisällön pariin tulevaisuudessa. Koeasetelman jälkeen vastaajia pyydettiin arvioimaan skenaarioiden perusteella, kuinka vahvasti he kokevat samanlaisuutta muiden ryhmän jäsenten kanssa (ryhmä C) tai muiden kyselyyn vastaajien kanssa (kontrolliryhmä). Neljän kysymyksen patteristo mittasi sosiaalista identifikaatiota ja itsekategorisaatiota. Vastaajilta kysyttiin heidän rahapelaamisen laajuudesta, rahapelaamiseen liittyvistä mahdollisista ongelmista, sekä rahapelaamiseen liittyvistä asenteista. Päihde- ja addiktio-ongelmat kartoitettiin kysymällä vastaajilta heidän huumeiden käytöstään sekä alkoholin ja Internetin ongelmakäytöstä. Kysymykset käsittelivät myös vastaajien subjektiivista hyvinvointia ja sosiaalisia suhteita. Vastaajilta kysyttiin muun muassa heidän psyykkisestä kuormittuneisuudesta, sekä koetusta itsetunnosta ja onnellisuuden tasosta. Lisäksi kartoitettiin vastaajien sosiaaliset vuorovaikutussuhteet ja läheisiltä saatu sosiaalinen tuki. Kysymykset koskivat yleisesti sosiaalisia suhteita, ystävyyssuhteita, kiinnittymistä erilaisiin yhteisöihin, sosiaalista tukea sekä koettua yksinäisyyden tunnetta. Lopuksi kysyttiin vastaajien kokemasta elämänhallinnan tunteesta, sekä kartoitettiin impulsiivisuutta ja lyhytjänteisyyttä muun muassa palkintoviiveeseen liittyvillä kysymyksillä. Aineistossa on käytetty seuraavia mittareita ja muuttujien nimissä niiden lyhenteitä: IBR = Samanmielisyys ja identiteettikuplat sosiaalisessa mediassa (Identity Bubble Reinforcement Scale), ATGS = Rahapeliasenteet (Attitudes Toward Gambling Scale), SOGS = Rahapeliongelmat (South Oaks Gambling Screen), CIUS = Internetin ongelmakäyttö (Compulsive Internet Use), AUDITC = Alkoholin ongelmakäyttö (The Alcohol Use Disorders Identification Test), SISE = Itsetunto (Single-item Self-esteem Scale), LONE = Yksinäisyyden tunne (Three-item Loneliness Scale), GHQ = Psyykkinen kuormittuneisuus (General Health Questionnaire), MASTERY = Hallinnan tunne (Sense of Mastery Scale), EIS = Impulsiivisuus (Eysenck Impulsivity Scale) ja GRATIF = Palkintoviive (Delay of Gratification). Taustamuuttujia aineistossa ovat sukupuoli, ikä, synnyinmaa (oma ja vanhempien), koulutus, asuinalueen tyyppi, asumismuoto, tulotaso, taloudelliset ongelmat ja päätoimi." - ] - }, - "product_type": "research data", - "topics": [ - { - "term": { - "local_identifier": "otf___1749735604451___topic-1", - "identifiers": [ - { - "scheme": "OKM", - "value": "http://www.yso.fi/onto/okm-tieteenala/conceptscheme" - } - ], - "entity_type": "topic", - "labels": { - "fi": "Yhteiskuntatieteet", - "en": "Social sciences" - } - } - }, - { - "term": { - "local_identifier": "otf___1749735604451___topic-2", - "identifiers": [ - { - "scheme": "CESSDA_Topic_Classification", - "value": "https://vocabularies.cessda.eu/urn/urn:ddi:int.cessda.cv:TopicClassification:4.2" - } - ], - "entity_type": "topic", - "labels": { - "fi": "Nuoret", - "en": "Youth" + "local_identifier": "280f0f65d8a53b4201440ce64360cb3bf75c24e0567e68532c10f8e7937bf1ab", + "identifiers": [ + { + "value": "urn:nbn:fi:fsd:T-FSD3400", + "scheme": "URN" + }, + { + "value": "10.60686/t-fsd3400", + "scheme": "DOI" } - } - }, - { - "term": { - "local_identifier": "otf___1749735604451___topic-3", - "identifiers": [ - { - "scheme": "CESSDA_Topic_Classification", - "value": "https://vocabularies.cessda.eu/urn/urn:ddi:int.cessda.cv:TopicClassification:4.2" - } + ], + "entity_type": "product", + "titles": { + "en": [ + "YouGamble 2017: Additional Finnish Data" ], - "entity_type": "topic", - "labels": { - "fi": "Päihteiden käyttö ja tupakointi", - "en": "Drug abuse, alcohol and smoking" - } - } - }, - { - "term": { - "local_identifier": "otf___1749735604451___topic-4", - "identifiers": [ - { - "scheme": "CESSDA_Topic_Classification", - "value": "https://vocabularies.cessda.eu/urn/urn:ddi:int.cessda.cv:TopicClassification:4.2" - } + "fi": [ + "YouGamble 2017: Suomen lisäaineisto" + ] + }, + "abstracts": { + "en": [ + "This survey charted the gambling, social media usage and subjective well-being of young people aged 15-30 years in Finland. The study was conducted as part of the \"Problem Gambling and Social Media: Social Psychological Study on Youth Behavior in Online Gaming Communities\" research project. The aim of the project was to analyse how young social media users assess, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. This dataset contains additional data collected from popular Finnish social media sites. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3591). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by \"liking\" or \"disliking\" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their financial circumstances and life in general. They were also asked how well the single statement \"I have high self-esteem\" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves. Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification). Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, number of inhabitants in municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status." ], - "entity_type": "topic", - "labels": { - "fi": "Sosiaalinen käyttäytyminen ja asenteet", - "en": "Social behaviour and attitudes" - } - } - }, - { - "term": { - "local_identifier": "otf___1749735604451___topic-5", - "identifiers": [ - { - "scheme": "CESSDA_Topic_Classification", - "value": "https://vocabularies.cessda.eu/urn/urn:ddi:int.cessda.cv:TopicClassification:4.2" + "fi": [ + "Aineistossa on selvitetty 15-25-vuotiaiden rahapelaamista, sosiaalisen median käyttöä ja yleistä subjektiivista hyvinvointia. Aineisto kerättiin osana Atte Oksasen johtamaa tutkimushanketta Rahapeliongelmat ja verkkoyhteisöt: Sosiaalipsykologinen tutkimus nuorten toiminnasta sosiaalisen median peliyhteisöissä. Hankkeessa tutkitaan, kuinka nuoret käyttäjät arvioivat, omaksuvat ja jakavat sosiaalisessa mediassa rahapelaamiseen liittyviä verkkosisältöjä ja kuinka ryhmäprosessit vaikuttavat heidän rahapelaamiseensa ja sitä koskeviin asenteisiin. Tietoarkistoon on tallennettu myös hankkeessa lähes vastaavalla kyselylomakkeella kerätyt aineistot (FSD3399 ja FSD3591). Hankkeen aineistoja on kerätty Suomen ja Yhdysvaltojen lisäksi myös Espanjassa ja Etelä-Koreassa. Vastaajilta kysyttiin, mitä sosiaalisen median palveluita he käyttävät, sekä heidän yleisiä sosiaalisen median käyttötottumuksiaan. Heiltä kysyttiin myös riskikokemuksista netissä, kuten nettihäirinnän ja nettirikoksen uhriksi joutumisesta. Kyselyn seuraavassa osiossa vastaajat jaettiin satunnaisesti kahteen ryhmään vignette-koeasetelmaa varten. Toiselle ryhmälle kerrottiin, että heidät oli sijoitettu ryhmään C, koska heidän vastauksensa olivat lähellä ryhmän muiden jäsenten vastauksia. Kontrolliryhmälle ei annettu ryhmätietoa. Vastaajille näytettiin erilaisia kuvitteellisia sosiaalisen median rahapeliaiheisia skenaarioita, ja heitä pyydettiin arvioimaan rahapeliaiheisten viestien sisältöä. Vastaajia pyydettiin reagoimaan viestiin joko \"tykkäämällä\", \"ei-tykkäämällä\" tai olemalla reagoimatta lainkaan. Jokaiselle vastaajalle näytettiin neljä erilaista skenaariota, joiden sisältö vaihteli. Skenaarioissa varioitiin kolmea asiaa (2x2x2): viestin suhtautuminen rahapelaamiseen (myönteinen tai kielteinen), viestin narratiivinen sävy (kokemuspohjainen tai tutkimustietoon perustuva fakta), sekä muiden vastaajien aiemmat reaktiot kyseiseen viestiin (pääosin myönteinen tai kielteinen suhtautuminen). Toiselle ryhmälle (ryhmä C) muiden reaktiot esitettiin samaan ryhmään kuuluvien vastaajien reaktioina, ja kontrolliryhmälle muiden kyselyyn vastaajien reaktioina. Lisäksi vastaajia pyydettiin arvioimaan suhtautumistaan viestin sisältöön kysymällä esimerkiksi, kuinka todennäköisesti hän pitäisi kyseistä viestiä kiinnostavana tai hakeutuisi vastaavan sisällön pariin tulevaisuudessa. Koeasetelman jälkeen vastaajia pyydettiin arvioimaan skenaarioiden perusteella, kuinka vahvasti he kokevat samanlaisuutta muiden ryhmän jäsenten kanssa (ryhmä C) tai muiden kyselyyn vastaajien kanssa (kontrolliryhmä). Neljän kysymyksen patteristo mittasi sosiaalista identifikaatiota ja itsekategorisaatiota. Vastaajilta kysyttiin heidän rahapelaamisen laajuudesta, rahapelaamiseen liittyvistä mahdollisista ongelmista, sekä rahapelaamiseen liittyvistä asenteista. Päihde- ja addiktio-ongelmat kartoitettiin kysymällä vastaajilta heidän huumeiden käytöstään sekä alkoholin ja Internetin ongelmakäytöstä. Kysymykset käsittelivät myös vastaajien subjektiivista hyvinvointia ja sosiaalisia suhteita. Vastaajilta kysyttiin muun muassa heidän psyykkisestä kuormittuneisuudesta, sekä koetusta itsetunnosta ja onnellisuuden tasosta. Lisäksi kartoitettiin vastaajien sosiaaliset vuorovaikutussuhteet ja läheisiltä saatu sosiaalinen tuki. Kysymykset koskivat yleisesti sosiaalisia suhteita, ystävyyssuhteita, kiinnittymistä erilaisiin yhteisöihin, sosiaalista tukea sekä koettua yksinäisyyden tunnetta. Lopuksi kysyttiin vastaajien kokemasta elämänhallinnan tunteesta, sekä kartoitettiin impulsiivisuutta ja lyhytjänteisyyttä muun muassa palkintoviiveeseen liittyvillä kysymyksillä. Aineistossa on käytetty seuraavia mittareita ja muuttujien nimissä niiden lyhenteitä: IBR = Samanmielisyys ja identiteettikuplat sosiaalisessa mediassa (Identity Bubble Reinforcement Scale), ATGS = Rahapeliasenteet (Attitudes Toward Gambling Scale), SOGS = Rahapeliongelmat (South Oaks Gambling Screen), CIUS = Internetin ongelmakäyttö (Compulsive Internet Use), AUDITC = Alkoholin ongelmakäyttö (The Alcohol Use Disorders Identification Test), SISE = Itsetunto (Single-item Self-esteem Scale), LONE = Yksinäisyyden tunne (Three-item Loneliness Scale), GHQ = Psyykkinen kuormittuneisuus (General Health Questionnaire), MASTERY = Hallinnan tunne (Sense of Mastery Scale), EIS = Impulsiivisuus (Eysenck Impulsivity Scale) ja GRATIF = Palkintoviive (Delay of Gratification). 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