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. |
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| 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.) | |
| Database: | Psychology and Behavioral Sciences Collection |
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| Header | DbId: pbh DbLabel: Psychology and Behavioral Sciences Collection An: 162167385 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Related research between college students' mobile game addiction, mobile self‐efficacy, and academic performance in Taiwan. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Chu%2C+Kuo‐Ming%22">Chu, Kuo‐Ming</searchLink> (AUTHOR) – Name: TitleSource Label: Source Group: Src 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.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=pbh&AN=162167385 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1002/pits.22804 Languages: – Code: eng Text: English PhysicalDescription: Pagination: 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 Titles: – TitleFull: Related research between college students' mobile game addiction, mobile self‐efficacy, and academic performance in Taiwan. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Chu, Kuo‐Ming IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 04 Text: Apr2023 Type: published Y: 2023 Identifiers: – Type: issn-print Value: 00333085 Numbering: – Type: volume Value: 60 – Type: issue Value: 4 Titles: – TitleFull: Psychology in the Schools Type: main |
| ResultId | 1 |