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dc.contributor.authorZhi-Jin Zhongvi
dc.contributor.authorMike Zhengyu Yaovi
dc.date.accessioned2025-02-24T02:59:07Z-
dc.date.available2025-02-24T02:59:07Z-
dc.date.issued2013-
dc.identifier.citationAsian Journal of Communication. - 2013. - Vol.23, No.5. - P.555 - 573vi
dc.identifier.urihttp://elib.hcmussh.edu.vn/handle/HCMUSSH/141575-
dc.description.abstractThis study conducted a survey of 217 adult game players in Hong Kong to explore the effects of gaming motivations and avatar-self identification on symptoms of online game addiction. Results show that avatar-self identification is positively associated with the problems and salience dimension as well as the uncontrollable game-play dimension of game addiction. The motivation to relax is positively related to perceived avatar-self identification and uncontrollable play; the motivation to socialize in online games is positively linked with the avatar-self identification and both symptoms of online game addiction. The motivation to escape is positively related to the symptom of problems and salience. The drive to achieve virtual accomplishment in online games is negatively associated with the problem caused by gameplay and the salience of online games.vi
dc.language.isoenvi
dc.publisherSchool of Communication and Design, Department of Journalism, Higher Education Mega Center, Guangzhou, Chinavi
dc.subjectComputer-mediated communicationvi
dc.subjectMedia effectvi
dc.subjectSurveyvi
dc.subjectHong Kongvi
dc.titleGaming motivations, avatar-self identification and symptoms of online game addictionvi
dc.typeArticlevi
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