Gratification, Loneliness, Leisure Boredom, and Self-Esteem as Predictors of SNS-Game Addiction and Usage Pattern Among Chinese College Students

Zhou Xingyuan, LeungLouis
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引用次数: 1

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.
满足感、孤独感、休闲无聊感和自尊对大学生社交游戏成瘾和使用模式的影响
本研究探讨了感知社交网络游戏成瘾与满足、孤独感、休闲无聊感、自尊和社交游戏使用之间的关系。数据收集自中国大陆342名年龄在18至22岁之间的大学生。基于焦点小组获得的11个玩SNS游戏的动机,因子分析得出了三因素满足结构(成就、包容和娱乐)。正如假设的那样,孤独和休闲无聊被发现是社交游戏使用水平和成瘾可能性的重要预测因素。社交网络游戏成瘾者往往是男性,他们孤独、无聊,并以赢得虚拟货币和获得成就感为动力。然而,自尊并不是一个显著的预测因子。最后讨论了对大学管理者的启示和对未来研究的建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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