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A Socio-Cognitive Model of Video Game Usage

机译:电子游戏使用的社会认知模型

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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.
机译:这项研究提出并测试了视频游戏消费的理论模型,该模型将Bandura(1991)的自我调节社会认知理论与Csikszentmihalyi(1975)的流动经验理论相结合。通过研究流媒体体验和媒体使用决策过程中自我调节之间的联系,本研究试图阐明视频游戏消费行为的社会认知机制。在388名大学生中,发现流动经历对自我反应的结果期望,不足的自我调节以及电子游戏玩法的习惯强度有重大影响。但是,流量体验对玩视频游戏没有直接影响是显而易见的。

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