Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games.
Hyoungkoo KhangJung Kyu KimYeojin KimPublished in: Comput. Hum. Behav. (2013)
Keyphrases
- digital media
- mobile phone
- video games
- multimedia
- mobile learning
- game play
- mobile devices
- educational games
- mobile users
- digital content
- learning experience
- computer games
- game design
- smart phones
- game playing
- digital data
- mobile phone users
- learning tools
- text entry
- game based learning
- commercial games
- mobile technologies
- wireless devices
- mobile applications
- digital games
- learning activities