A Socio-Cognitive Model of Video Game Usage

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 deci...

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Bibliographic Details
Published inJournal of broadcasting & electronic media Vol. 51; no. 4; pp. 632 - 650
Main Authors Lee, Doohwang, LaRose, Robert
Format Journal Article
LanguageEnglish
Published Philadelphia Lawrence Erlbaum Associates, Inc 01.12.2007
Broadcast Education Association
Routledge, Taylor & Francis Group
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Summary: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.
ISSN:0883-8151
1550-6878
DOI:10.1080/08838150701626511