Understanding online game addiction: Connection between presence and flow
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Park, SungBok | - |
dc.contributor.author | Hwang, HaSung | - |
dc.date.accessioned | 2021-06-23T15:05:47Z | - |
dc.date.available | 2021-06-23T15:05:47Z | - |
dc.date.issued | 2009-08 | - |
dc.identifier.issn | 0302-9743 | - |
dc.identifier.issn | 1611-3349 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/erica/handle/2021.sw.erica/40985 | - |
dc.description.abstract | Addictive behavior in online gaming has been an important research topic since it has been one of the most popular activities in entertaining for younger people in Korea. However, despite the growing popularity of online games, empirical studies about the effects of immersion to the online game behavior are relatively rare. By applying two psychological concepts -presence and flow-the present study investigates how different types of immersion affect on online game addiction. Results show that both presence and flow play significant roles in online game addiction, however, flow mediates the relationship between presence and online game addiction. Based on these findings, implications and suggestions for future studies are discussed. © 2009 Springer Berlin Heidelberg. | - |
dc.format.extent | 9 | - |
dc.language | 영어 | - |
dc.language.iso | ENG | - |
dc.publisher | Springer Verlag | - |
dc.title | Understanding online game addiction: Connection between presence and flow | - |
dc.type | Article | - |
dc.publisher.location | 미국 | - |
dc.identifier.doi | 10.1007/978-3-642-02583-9_42 | - |
dc.identifier.scopusid | 2-s2.0-70349085004 | - |
dc.identifier.bibliographicCitation | Lecture Notes in Computer Science, pp 378 - 386 | - |
dc.citation.title | Lecture Notes in Computer Science | - |
dc.citation.startPage | 378 | - |
dc.citation.endPage | 386 | - |
dc.description.isOpenAccess | N | - |
dc.description.journalRegisteredClass | other | - |
dc.subject.keywordAuthor | Empirical studies | - |
dc.subject.keywordAuthor | On-line gaming | - |
dc.subject.keywordAuthor | Knowledge management | - |
dc.subject.keywordAuthor | On-line games | - |
dc.subject.keywordAuthor | Game theory | - |
dc.subject.keywordAuthor | Flow | - |
dc.subject.keywordAuthor | Human computer interaction | - |
dc.subject.keywordAuthor | Addiction | - |
dc.subject.keywordAuthor | Addictive behaviors | - |
dc.subject.keywordAuthor | Virtual reality | - |
dc.subject.keywordAuthor | Online Game | - |
dc.subject.keywordAuthor | Presence | - |
dc.subject.keywordAuthor | Research topics | - |
dc.identifier.url | https://link.springer.com/chapter/10.1007/978-3-642-02583-9_42 | - |
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