Gratification, Loneliness, Leisure Boredom, and Self-Esteem as Predictors of SNS-Game Addiction and Usage Pattern Among Chinese College Students.
Selina Xingyuan ZhouLouis LeungPublished in: Int. J. Cyber Behav. Psychol. Learn. (2012)
Keyphrases
- college students
- interpersonal communication
- online game
- high school
- attitudes toward
- learning strategies
- computer assisted language learning
- status quo
- computer games
- thinking skills
- computer networking
- instant messaging
- educational games
- game playing
- intrinsic motivation
- teaching methods
- social networks
- game design
- learning community
- video games
- game play
- serious games
- united states
- computer technology
- learning algorithm