Results 211 to 220 of about 3,582 (240)
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Internet Research, 2021
PurposeThe engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games ...
Xiang Gong
exaly +2 more sources
PurposeThe engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games ...
Xiang Gong
exaly +2 more sources
Mobile gaming and Internet addiction: When is playing no longer just fun and games?
Computers in Human Behavior, 2022Abstract Using Uses and Gratifications theory as a guide, the proposed framework explores how mobile games are utilized to escape reality and cope with stress in developing a ritualized media use orientation. A purposive online survey of mobile game users uncovered expected positive relationships between materialism and Internet addiction, as well as
David Atkin, Karin Haberlin
exaly +2 more sources
Are Online Mobile Gamers Really Happy? On the Suppressor Role of Online Game Addiction
Information Systems Frontiers, 2023Drawing upon the Stimulus-Organism-Response Theory and Flow Theory, this study aims to investigate the effects of environmental stimuli that are unique to the mobile multiplayer online battle arena (MOBA) environment (i.e., immediacy, social interaction, and competition) in inducing the state of flow, which is expected to be the basis of online game ...
Keng‐Boon Ooi +2 more
exaly +5 more sources
Telematics and Informatics, 2016
7.3% of Candy Crush Saga players in the study sample were considered addicts in China.Addicts were characterized as lonely, leisurely bored, and motivated by mobility of the game.Frequent players had a higher tendency to become addicts.Loneliness and self-control were significant predictors of mobile social game addiction.Leisure boredom was ...
Cheng Chen, Louis Leung
exaly +2 more sources
7.3% of Candy Crush Saga players in the study sample were considered addicts in China.Addicts were characterized as lonely, leisurely bored, and motivated by mobility of the game.Frequent players had a higher tendency to become addicts.Loneliness and self-control were significant predictors of mobile social game addiction.Leisure boredom was ...
Cheng Chen, Louis Leung
exaly +2 more sources
Avatar identification mediates the relationship between peer phubbing and mobile game addiction
Social Behavior and Personality, 2020We investigated the relationship between snubbing a peer in favor of using a cell phone (phubbing) and mobile game addiction by introducing avatar identification as a mediator, and feelings of social exclusion and perception of belonging as moderators.
Xiaosan Zhang, Qingquan Jiang
exaly +2 more sources
Examining the antecedents and consequences of addiction to mobile games: an empirical study
Information Systems and E-Business Management, 2022Demetris Vrontis, Sheshadri Chatterjee
exaly +2 more sources
2021 International Conference on Advanced Computer Science and Information Systems (ICACSIS), 2021
Anna Amalyah Agus
exaly +2 more sources
Anna Amalyah Agus
exaly +2 more sources
2022 1st International Conference on Information System & Information Technology (ICISIT), 2022
Lim Sanny
exaly +2 more sources
Lim Sanny
exaly +2 more sources
User Addiction Behavior Towards Online Mobile Games Influences In Apps Purchase Behavior
2021 International Conference on Technologies and Applications of Artificial Intelligence (TAAI), 2021Andrí Dayarana K Silalahi +1 more
exaly +3 more sources
Cyberpsychology, Behavior, and Social Networking, 2019
Mobile gaming has gained popularity among adolescents, and an increase in problematic use has been reported. The aims of this study are as follows: (a) develop a self-report questionnaire, the Problematic Mobile Gaming Questionnaire (PMGQ); (b) establish a validated cutoff value using structured interviews; and (c) evaluate the prevalence of mobile ...
Yuan-Chien Pan +2 more
openaire +2 more sources
Mobile gaming has gained popularity among adolescents, and an increase in problematic use has been reported. The aims of this study are as follows: (a) develop a self-report questionnaire, the Problematic Mobile Gaming Questionnaire (PMGQ); (b) establish a validated cutoff value using structured interviews; and (c) evaluate the prevalence of mobile ...
Yuan-Chien Pan +2 more
openaire +2 more sources

