Zhou, Selina XingyuanSelina XingyuanZhouProf. LEUNG Wing Chi, LouisLouisProf. LEUNG Wing Chi2019-03-062019-03-062012International Journal of Cyber Behavior, Psychology and Learning, 2012, vol. 2(4), pp. 34-48.2155-7136http://hdl.handle.net/20.500.11861/5644This 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.enGratification, loneliness, leisure boredom, and self-esteem as predictors of SNS-Game addiction and usage pattern among Chinese college studentsPeer Reviewed Journal Article10.4018/ijcbpl.2012100103