2013
DOI: 10.1016/j.chb.2013.05.027
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Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games

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Cited by 260 publications
(239 citation statements)
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References 47 publications
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“…Individuals participating in a game can receive positive feedback from successful performance which enhances their perception of competence, and thus increases their flow experience. In addition, behavioural repetition and time spent playing games are also predictors of flow (Chou and Ting, 2003;Khang et al, 2013).…”
Section: User-game Characteristicsmentioning
confidence: 99%
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“…Individuals participating in a game can receive positive feedback from successful performance which enhances their perception of competence, and thus increases their flow experience. In addition, behavioural repetition and time spent playing games are also predictors of flow (Chou and Ting, 2003;Khang et al, 2013).…”
Section: User-game Characteristicsmentioning
confidence: 99%
“…Addictive behaviour is another possible outcome that can result from flow (Chou and Ting, 2003;Khang et al, 2013;Wan and Chiou, 2006;Wu et al, 2013). Flow experience and repetitive behaviour have been shown to positively influence addiction (Chou and Ting, 2003).…”
Section: Addictionmentioning
confidence: 99%
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“…Self-control is the main determinative for this group (young people at adolescent) that increases the addiction concerning the usage of internet, video games and mobile phones. In addition, the amount of time which teens spend in media environment has a meaningful relation with the addiction related to the whole digital media usage (Khang et al 2013).…”
Section: Introductionmentioning
confidence: 99%
“…However, the study conducted by Wan and Chiou [36] found flow experiences to be negatively associated with addictive inclination towards videogames, which led the authors to assert that flow experiences may not be the key psychological mechanism underlying videogame addiction. Online game flow has also been found to be a mediating factor between game motivations and videogame addiction [37], and a relatively recent study on videogame addiction and flow found that a particular factor of the flow experience (i.e., heightened levels of a sense of time being altered during play) significantly predicted videogame addiction [29].…”
mentioning
confidence: 99%