Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.11861/5644
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dc.contributor.authorZhou, Selina Xingyuanen_US
dc.contributor.authorProf. LEUNG Wing Chi, Louisen_US
dc.date.accessioned2019-03-06T08:17:02Z-
dc.date.available2019-03-06T08:17:02Z-
dc.date.issued2012-
dc.identifier.citationInternational Journal of Cyber Behavior, Psychology and Learning, 2012, vol. 2(4), pp. 34-48.en_US
dc.identifier.issn2155-7136-
dc.identifier.urihttp://hdl.handle.net/20.500.11861/5644-
dc.description.abstractThis 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.en_US
dc.language.isoenen_US
dc.relation.ispartofInternational Journal of Cyber Behavior, Psychology and Learningen_US
dc.titleGratification, loneliness, leisure boredom, and self-esteem as predictors of SNS-Game addiction and usage pattern among Chinese college studentsen_US
dc.typePeer Reviewed Journal Articleen_US
dc.identifier.doi10.4018/ijcbpl.2012100103-
item.fulltextNo Fulltext-
crisitem.author.deptDepartment of Applied Data Science-
Appears in Collections:Journalism & Communication - Publication
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