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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Published in | Journal of broadcasting & electronic media Vol. 51; no. 4; pp. 632 - 650 |
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Main Authors | , |
Format | Journal Article |
Language | English |
Published |
Philadelphia
Lawrence Erlbaum Associates, Inc
01.12.2007
Broadcast Education Association Routledge, Taylor & Francis Group |
Subjects | |
Online Access | Get full text |
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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. |
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ISSN: | 0883-8151 1550-6878 |
DOI: | 10.1080/08838150701626511 |