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

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  • Selina Xingyuan Zhou

    (The Chinese University of Hong Kong, Hong Kong)

  • Louis Leung

    (School of Journalism and Communication, The Chinese University of Hong Kong, Hong Kong)

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.

Suggested Citation

  • Selina Xingyuan Zhou & Louis Leung, 2012. "Gratification, Loneliness, Leisure Boredom, and Self-Esteem as Predictors of SNS-Game Addiction and Usage Pattern Among Chinese College Students," International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), IGI Global, vol. 2(4), pages 34-48, October.
  • Handle: RePEc:igg:jcbpl0:v:2:y:2012:i:4:p:34-48
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