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Gratification, Loneliness, Leisure Boredom, and Self-Esteem as Predictors of SNS-Game Addiction and Usage Pattern Among Chinese College Students

Gratification, Loneliness, Leisure Boredom, and Self-Esteem as Predictors of SNS-Game Addiction and Usage Pattern Among Chinese College Students

Selina Xingyuan Zhou, Louis Leung
ISBN13: 9781522589006|ISBN10: 1522589007|ISBN13 Softcover: 9781522591573|EISBN13: 9781522589013
DOI: 10.4018/978-1-5225-8900-6.ch034
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MLA

Zhou, Selina Xingyuan, and Louis Leung. "Gratification, Loneliness, Leisure Boredom, and Self-Esteem as Predictors of SNS-Game Addiction and Usage Pattern Among Chinese College Students." Internet and Technology Addiction: Breakthroughs in Research and Practice, edited by Information Resources Management Association, IGI Global, 2019, pp. 613-629. https://doi.org/10.4018/978-1-5225-8900-6.ch034

APA

Zhou, S. X. & Leung, L. (2019). Gratification, Loneliness, Leisure Boredom, and Self-Esteem as Predictors of SNS-Game Addiction and Usage Pattern Among Chinese College Students. In I. Management Association (Ed.), Internet and Technology Addiction: Breakthroughs in Research and Practice (pp. 613-629). IGI Global. https://doi.org/10.4018/978-1-5225-8900-6.ch034

Chicago

Zhou, Selina Xingyuan, and Louis Leung. "Gratification, Loneliness, Leisure Boredom, and Self-Esteem as Predictors of SNS-Game Addiction and Usage Pattern Among Chinese College Students." In Internet and Technology Addiction: Breakthroughs in Research and Practice, edited by Information Resources Management Association, 613-629. Hershey, PA: IGI Global, 2019. https://doi.org/10.4018/978-1-5225-8900-6.ch034

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Abstract

This study investigated the relationships between perceived social network sites (SNS)-game addiction and gratifications, loneliness, leisure boredom, self-esteem, and usage of SNS-games. Data were gathered from a sample of 342 college students aged 18 to 22 in mainland China. Factor analysis yielded a three-factor gratifications structure (achievement, inclusion, and entertainment) based on the 11 motives for playing an SNS game obtained in a focus group. As hypothesized, loneliness and leisure boredom were found to be significant predictors of the level of SNS-game use and likelihood of addiction. SNS-game addicts tended to be male, lonely, often leisurely bored, and motivated by winning virtual money and gaining a sense of achievement. However, self-esteem was not a significant predictor. Implications for university administrators and suggestions for future research were discussed.

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