“…From a psychosociocultural perspective, few studies have assessed smartphone gaming factors and those that have were conducted in Asia. These include a study in India assessing internal factors ( Banerjee & Das, 2015 ), two in South Korea assessing external factors ( Jang & Ryu, 2016 ; Jin, Chee, & Kim, 2015 ), and one in China assessing external factors ( Liu & Li, 2011 ). The Indian study found several motivations for using mobile games, including convenience, fun, escapism, easy use, visual appeal, and perceived influence of being a positive tool (e.g., being able to stay alone to enjoy gaming or socializing).…”