2021
DOI: 10.1016/j.tele.2020.101481
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Playing mobile games for stress recovery purposes: A survey of Chinese adolescents

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Cited by 10 publications
(9 citation statements)
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“…Based on the result shown in this study, the mobile legend players revealed that their playtime can be affected by their self-worth. The hypothesis that we formulate was accepted due to the fact that in the study of Liao and their group, they found out the if the player could feel their self-worth in the gameplay the tendency is that they would actively and repeatedly [10]. Also, our hypothesis the autonomy, competence, and relatedness that was positively related to self-worth was also accepted.…”
Section: Resultsmentioning
confidence: 74%
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“…Based on the result shown in this study, the mobile legend players revealed that their playtime can be affected by their self-worth. The hypothesis that we formulate was accepted due to the fact that in the study of Liao and their group, they found out the if the player could feel their self-worth in the gameplay the tendency is that they would actively and repeatedly [10]. Also, our hypothesis the autonomy, competence, and relatedness that was positively related to self-worth was also accepted.…”
Section: Resultsmentioning
confidence: 74%
“…Looking at the behavior of the mobile gamers particularly those who play Mobile Legends during this pandemic, they have more opportunity to play this game due to the lockdown implemented by the government. Since the pandemic may bring stress and strain with Gen Z-ers [18], [19], the study of Chen implies the mobile players tend to play more as part of their stress recovery purposes, and also the peer pressure can have a great impact to play more and be satisfied in the gameplay [10]. This previous study can be reflected in the results of autonomy, competence, and related which is positively related to self-worth.…”
Section: Resultsmentioning
confidence: 96%
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“…People who play games have many kinds of motivation. But in general, people who play games seek pleasure as part of their stress relief [2,3,4,5]. Games are something that can be relied on when people need entertainment.…”
Section: Introductionmentioning
confidence: 99%