A socio-cognitive model of video game usage

被引:89
作者
Lee, Doohwang [1 ]
LaRose, Robert [1 ]
机构
[1] Michigan State Univ, Dept Telecommun Informat Studies & Media, E Lansing, MI 48824 USA
关键词
D O I
10.1080/08838150701626511
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This study proposed and tested a theoretical model of video game consumption that integrated Bandura's (1991) social cognitive theory of self-regulation and Csikszentmihalyi's (1975) theory of flow experience. By investigating the linkage between flow experience and self-regulation in decision-making processes in media usage, this study sought to explicate socio-cognitive mechanisms of video game consumption behavior. Significant impacts of flow experience on self-reactive outcome expectations, deficient self-regulation, and habit strength in video game play were found among 388 college undergraduate students. However, no direct impact of flow experience on playing video games was evident.
引用
收藏
页码:632 / 650
页数:19
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