2009
DOI: 10.1007/978-3-642-02583-9_42
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Understanding Online Game Addiction: Connection between Presence and Flow

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Cited by 27 publications
(30 citation statements)
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“…For instance, Chou and Ting (2003) found that users who have experienced flow state in using cyber-games are more likely to be addicted. Park and Hwang (2009) also found that flow experience plays a significant role in developing online addiction. In the context of the present study, with large amounts of unstructured time and relative easy access to Internet-enabled technologies, adolescent students who experience the flow state during their Internet usage are particularly susceptible to Internet addiction-related problems (Watters et al, 2013;Yang & Tung, 2007).…”
Section: Flow Experience and Internet Addictionmentioning
confidence: 93%
See 1 more Smart Citation
“…For instance, Chou and Ting (2003) found that users who have experienced flow state in using cyber-games are more likely to be addicted. Park and Hwang (2009) also found that flow experience plays a significant role in developing online addiction. In the context of the present study, with large amounts of unstructured time and relative easy access to Internet-enabled technologies, adolescent students who experience the flow state during their Internet usage are particularly susceptible to Internet addiction-related problems (Watters et al, 2013;Yang & Tung, 2007).…”
Section: Flow Experience and Internet Addictionmentioning
confidence: 93%
“…It can also facilitate the development of a ''bad habit,'' which can help forming a pathological dependency on the use of the IT artifact (Chou & Ting, 2003;Turel & Serenko, 2012). Indeed, evidence from flow studies also suggests that individuals who are more involved in a flow state in an activity are more likely to develop a tendency to repeat the activity, which may eventually develop into a tendency toward addiction (Chou & Ting, 2003;Park & Hwang, 2009). For instance, Chou and Ting (2003) found that users who have experienced flow state in using cyber-games are more likely to be addicted.…”
Section: Flow Experience and Internet Addictionmentioning
confidence: 94%
“…Consequently, there is a need for PIU to be investigated alongside potential factors that might be associated with it. Based on empirical evidence, previous studies have suggested that increased feelings of presence and escapism are associated with addictive use of Internet applications such as online gaming and social media (Gao et al 2017;Park and Hwang 2009). Consequently, the purpose of the present study was to develop a complex model in which (i) Instagram features were independent variables (i.e., watching live streams and videos, looking at others' photographs, liking or commenting on others' posts, and others' likes and comments' on their posts), (ii) different types of presence that are felt by Instagram users (i.e., social, spatial, and co-presence) and Instagram escapism were mediator variables, and (iii) PIU was the outcome variable.…”
mentioning
confidence: 99%
“…There are already existing studies on sub-areas of DA (internet addiction [2] and game addiction [5,6]) which focus on the perception of users and those user characteristics which lead to DA. However, crucially, these studies do not focus on the peculiarities of the object on which DA is centred, i.e., the software.…”
Section: Empirical Investigation Of Damentioning
confidence: 99%