Related research between college students' mobile game addiction, mobile self‐efficacy, and academic performance in Taiwan.

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Title: Related research between college students' mobile game addiction, mobile self‐efficacy, and academic performance in Taiwan.
Authors: Chu, Kuo‐Ming (AUTHOR)
Source: Psychology in the Schools. Apr2023, Vol. 60 Issue 4, p931-942. 12p. 2 Diagrams, 2 Charts.
Subjects: Mobile games, Undergraduates, Academic achievement, College students, Self-efficacy, Compulsive behavior
Geographic Terms: Taiwan
Abstract: As a novel type of mobile game, addictive behavior has attracted the attention of researchers due to its possible negative impacts on several forms of psychological problems. In this research, we tested the relationship between academic performance, mobile game addiction (MGA), and mobile self‐efficacy among undergraduates in Taiwan. An academic model has been suggested from the hypotheses and using a sample of 739 college students by estimating the structural equation modeling. This result discloses that college students are an at‐risk swarm for the MGA. We realized that MGA was negatively connected with academic performance and mobile self‐efficacy, exhibiting a positive relationship between the latter two. Further analysis on age, place of stay, and the duration of playing mobile games distinction was tested in the trajectories from MGA to these psychological health results, and the results revealed that they were significantly associated with MGA. We also dealt with the limitations and recommended that the authorities immediately regard this, and to complete academic goals, college students should refrain from playing mobile games and participate in other forms of healthy entertainment. Practitioner Points: 1.Mobile game addiction (MGA) behavior can lead to a variety of psychological problems.2.College students are an at‐risk swarm for MGA in Taiwan.3.MGA was negatively connected with academic performance and mobile self‐efficacy. [ABSTRACT FROM AUTHOR]
Copyright of Psychology in the Schools is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Label: Title
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  Data: Related research between college students' mobile game addiction, mobile self‐efficacy, and academic performance in Taiwan.
– Name: Author
  Label: Authors
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  Data: <searchLink fieldCode="AR" term="%22Chu%2C+Kuo‐Ming%22">Chu, Kuo‐Ming</searchLink> (AUTHOR)
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  Data: <searchLink fieldCode="JN" term="%22Psychology+in+the+Schools%22">Psychology in the Schools</searchLink>. Apr2023, Vol. 60 Issue 4, p931-942. 12p. 2 Diagrams, 2 Charts.
– Name: Subject
  Label: Subjects
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Mobile+games%22">Mobile games</searchLink><br /><searchLink fieldCode="DE" term="%22Undergraduates%22">Undergraduates</searchLink><br /><searchLink fieldCode="DE" term="%22Academic+achievement%22">Academic achievement</searchLink><br /><searchLink fieldCode="DE" term="%22College+students%22">College students</searchLink><br /><searchLink fieldCode="DE" term="%22Self-efficacy%22">Self-efficacy</searchLink><br /><searchLink fieldCode="DE" term="%22Compulsive+behavior%22">Compulsive behavior</searchLink>
– Name: SubjectGeographic
  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Taiwan%22">Taiwan</searchLink>
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: As a novel type of mobile game, addictive behavior has attracted the attention of researchers due to its possible negative impacts on several forms of psychological problems. In this research, we tested the relationship between academic performance, mobile game addiction (MGA), and mobile self‐efficacy among undergraduates in Taiwan. An academic model has been suggested from the hypotheses and using a sample of 739 college students by estimating the structural equation modeling. This result discloses that college students are an at‐risk swarm for the MGA. We realized that MGA was negatively connected with academic performance and mobile self‐efficacy, exhibiting a positive relationship between the latter two. Further analysis on age, place of stay, and the duration of playing mobile games distinction was tested in the trajectories from MGA to these psychological health results, and the results revealed that they were significantly associated with MGA. We also dealt with the limitations and recommended that the authorities immediately regard this, and to complete academic goals, college students should refrain from playing mobile games and participate in other forms of healthy entertainment. Practitioner Points: 1.Mobile game addiction (MGA) behavior can lead to a variety of psychological problems.2.College students are an at‐risk swarm for MGA in Taiwan.3.MGA was negatively connected with academic performance and mobile self‐efficacy. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Psychology in the Schools is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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    Identifiers:
      – Type: doi
        Value: 10.1002/pits.22804
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      – Code: eng
        Text: English
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        PageCount: 12
        StartPage: 931
    Subjects:
      – SubjectFull: Mobile games
        Type: general
      – SubjectFull: Undergraduates
        Type: general
      – SubjectFull: Academic achievement
        Type: general
      – SubjectFull: College students
        Type: general
      – SubjectFull: Self-efficacy
        Type: general
      – SubjectFull: Compulsive behavior
        Type: general
      – SubjectFull: Taiwan
        Type: general
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      – TitleFull: Related research between college students' mobile game addiction, mobile self‐efficacy, and academic performance in Taiwan.
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            – D: 01
              M: 04
              Text: Apr2023
              Type: published
              Y: 2023
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              Value: 60
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