Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 2 de 2
Filtrar
Mais filtros

Base de dados
País/Região como assunto
Ano de publicação
Tipo de documento
País de afiliação
Intervalo de ano de publicação
1.
Adolescence ; 43(169): 177-84, 2008.
Artigo em Inglês | MEDLINE | ID: mdl-18447089

RESUMO

Increasing evidence indicates adolescents are likely to occupy their leisure time with online games. This study investigates the influences of leisure satisfaction on life satisfaction among adolescent online gamers. The self-completed market survey questionnaire employed is comprised of two sections: the first is Internet usage frequency, while the second employs two measures-the Leisure Satisfaction Scale (LSS) and the Satisfaction with Life Scale (SWLS), Data were gathered in a medium-sized metropolitan section of north Taiwan and interviews took place at a Cyber Café. Youths (totaling 134) between the ages of 13 and 18 voluntarily participated in the research. Results revealed significant positive relationships between physiological and aesthetic dimensions of leisure satisfaction and life satisfaction. However, the educational dimension of leisure satisfaction has a significant negative influence on life satisfaction. Findings also reveal a significant negative relationship between web surfing frequency and life satisfaction in adolescents. This suggests possible explanations for these results and discusses the implications.


Assuntos
Internet , Atividades de Lazer , Satisfação Pessoal , Qualidade de Vida/psicologia , Jogos de Vídeo , Adolescente , Área Programática de Saúde , Feminino , Humanos , Masculino , Inquéritos e Questionários , Taiwan/epidemiologia
2.
Cyberpsychol Behav ; 10(6): 813-5, 2007 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-18085969

RESUMO

The potential of online games to become a major global business and the existence of limited related references led to the current study. In this study, Rogers's diffusion of innovation (DOI) theory is applied to investigate the principles for the adoption of online games in Taiwan. The findings suggest that relative advantages and compatibility both have a significant effect on the adoption of online games for purposes of amusement, with the former being more important for early gamers and the latter being regarded as more critical for later gamers. In addition, complexity is found to impede online game diffusion and is regarded as the most important facilitator.


Assuntos
Difusão de Inovações , Internet , Jogos e Brinquedos , Reconhecimento Psicológico , Jogos de Vídeo , Adaptação Psicológica , Comportamento , Humanos , Modelos Logísticos , Taiwan
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA