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Gratification, loneliness, leisure boredom, and self-esteem as predictors of SNS-Game addiction and usage pattern among Chinese college students
Date Issued
2012
ISSN
2155-7136
Citation
International Journal of Cyber Behavior, Psychology and Learning, 2012, vol. 2(4), pp. 34-48.
Type
Peer Reviewed Journal Article
Abstract
This study investigated the relationships between perceived social network sites (SNS)-game addiction and gratifications, loneliness, leisure boredom, self-esteem, and usage of SNS-games. Data were gathered from a sample of 342 college students aged 18 to 22 in mainland China. Factor analysis yielded a three-factor gratifications structure (achievement, inclusion, and entertainment) based on the 11 motives for playing an SNS game obtained in a focus group. As hypothesized, loneliness and leisure boredom were found to be significant predictors of the level of SNS-game use and likelihood of addiction. SNS-game addicts tended to be male, lonely, often leisurely bored, and motivated by winning virtual money and gaining a sense of achievement. However, self-esteem was not a significant predictor. Implications for university administrators and suggestions for future research were discussed.
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