Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model
PurposeThe purpose of this paper is to investigate the predictors of game addiction based on loneliness, motivation and inter-personal competence using the samples of college students recruited from South Korea (n=251).Design/methodology/approachThe authors examined the underlying mechanism of game...
Gespeichert in:
Veröffentlicht in: | Internet research 2019-04, Vol.29 (2), p.381-394 |
---|---|
Hauptverfasser: | , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 394 |
---|---|
container_issue | 2 |
container_start_page | 381 |
container_title | Internet research |
container_volume | 29 |
creator | Lee, Ji-yeon Ko, Dong Woo Lee, Hyemin |
description | PurposeThe purpose of this paper is to investigate the predictors of game addiction based on loneliness, motivation and inter-personal competence using the samples of college students recruited from South Korea (n=251).Design/methodology/approachThe authors examined the underlying mechanism of game addiction by testing a moderated mediation model, in which inter-personal competence moderated the mediation model of loneliness, regulatory focus and online game addiction. First, the authors clarified the relationship among loneliness, motivation and inter-personal competence, to understand the influences of loneliness on other variables in this study (mediation test). Second, the authors examined the underlying mechanism of game addiction by testing a moderated mediation model, in which inter-personal competence moderated the mediation model of loneliness, regulatory focus and online game addiction (moderated mediation).FindingsRegulatory focus mediated the effect of loneliness on online game addiction. Moderated mediation analyses using PROCESS confirmed that inter-personal competence significantly buffered the indirect effect of loneliness (through regulatory focus) on online game addiction. The findings indicated that inter-personal competence accounted for significant differences in the mediation models.Originality/valueThis study bridges the gap in the online game addiction literature by explaining how loneliness is associated with online game addiction. |
doi_str_mv | 10.1108/IntR-01-2018-0020 |
format | Article |
fullrecord | <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2205218589</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2205218589</sourcerecordid><originalsourceid>FETCH-LOGICAL-c273t-d41b51e3bc38f21a2cd4d0ac3aa1746a9d6b78fc4f078e60c4b7149a4b9d27893</originalsourceid><addsrcrecordid>eNotkE1LxDAQhoMouK7-AG8FrxudSdImPcrix8KCsOg5pEm6dOkmNWkP--_dqqeB4XlfZh5C7hEeEUE9bcK4o4CUASoKwOCCLBiUgpZVKS_JAqGqKGOCX5ObnA8AgHUtFmS3jcH3XfA5r4rk91NvxphORRvtdN50YfSJDj7lGExf2Hgc_OiD9avCBFfEMEeLvTn6wjjX2bGL4ZZctabP_u5_LsnX68vn-p1uP9426-cttUzykTqBTYmeN5arlqFh1gkHxnJjUIrK1K5qpGqtaEEqX4EVjURRG9HUjklV8yV5-OsdUvyefB71IU7pfGbW7Pw6Q1X-UvhH2RRzTr7VQ-qOJp00gp7V6VmdBtSzOj2r4z_2d2Ki</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2205218589</pqid></control><display><type>article</type><title>Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model</title><source>Emerald Complete Journals</source><creator>Lee, Ji-yeon ; Ko, Dong Woo ; Lee, Hyemin</creator><creatorcontrib>Lee, Ji-yeon ; Ko, Dong Woo ; Lee, Hyemin</creatorcontrib><description>PurposeThe purpose of this paper is to investigate the predictors of game addiction based on loneliness, motivation and inter-personal competence using the samples of college students recruited from South Korea (n=251).Design/methodology/approachThe authors examined the underlying mechanism of game addiction by testing a moderated mediation model, in which inter-personal competence moderated the mediation model of loneliness, regulatory focus and online game addiction. First, the authors clarified the relationship among loneliness, motivation and inter-personal competence, to understand the influences of loneliness on other variables in this study (mediation test). Second, the authors examined the underlying mechanism of game addiction by testing a moderated mediation model, in which inter-personal competence moderated the mediation model of loneliness, regulatory focus and online game addiction (moderated mediation).FindingsRegulatory focus mediated the effect of loneliness on online game addiction. Moderated mediation analyses using PROCESS confirmed that inter-personal competence significantly buffered the indirect effect of loneliness (through regulatory focus) on online game addiction. The findings indicated that inter-personal competence accounted for significant differences in the mediation models.Originality/valueThis study bridges the gap in the online game addiction literature by explaining how loneliness is associated with online game addiction.</description><identifier>ISSN: 1066-2243</identifier><identifier>EISSN: 2054-5657</identifier><identifier>DOI: 10.1108/IntR-01-2018-0020</identifier><language>eng</language><publisher>Bradford: Emerald Group Publishing Limited</publisher><subject>Academic Achievement ; Addictions ; Addictive behaviors ; Computer & video games ; Computer Simulation ; Decision making ; Depression (Psychology) ; Economic Status ; Environment ; Games ; Internet ; Life Satisfaction ; Loneliness ; Mediation ; Mental disorders ; Mental health ; Motivation ; Online advertising ; Predictor Variables ; Prevention ; Resistance (Psychology) ; Role Playing ; Self Efficacy ; Social exclusion ; Social interaction ; Social Isolation ; Social Mobility ; Social Psychology ; Studies ; Video Games</subject><ispartof>Internet research, 2019-04, Vol.29 (2), p.381-394</ispartof><rights>Emerald Publishing Limited 2019</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c273t-d41b51e3bc38f21a2cd4d0ac3aa1746a9d6b78fc4f078e60c4b7149a4b9d27893</citedby><cites>FETCH-LOGICAL-c273t-d41b51e3bc38f21a2cd4d0ac3aa1746a9d6b78fc4f078e60c4b7149a4b9d27893</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,967,27924,27925</link.rule.ids></links><search><creatorcontrib>Lee, Ji-yeon</creatorcontrib><creatorcontrib>Ko, Dong Woo</creatorcontrib><creatorcontrib>Lee, Hyemin</creatorcontrib><title>Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model</title><title>Internet research</title><description>PurposeThe purpose of this paper is to investigate the predictors of game addiction based on loneliness, motivation and inter-personal competence using the samples of college students recruited from South Korea (n=251).Design/methodology/approachThe authors examined the underlying mechanism of game addiction by testing a moderated mediation model, in which inter-personal competence moderated the mediation model of loneliness, regulatory focus and online game addiction. First, the authors clarified the relationship among loneliness, motivation and inter-personal competence, to understand the influences of loneliness on other variables in this study (mediation test). Second, the authors examined the underlying mechanism of game addiction by testing a moderated mediation model, in which inter-personal competence moderated the mediation model of loneliness, regulatory focus and online game addiction (moderated mediation).FindingsRegulatory focus mediated the effect of loneliness on online game addiction. Moderated mediation analyses using PROCESS confirmed that inter-personal competence significantly buffered the indirect effect of loneliness (through regulatory focus) on online game addiction. The findings indicated that inter-personal competence accounted for significant differences in the mediation models.Originality/valueThis study bridges the gap in the online game addiction literature by explaining how loneliness is associated with online game addiction.</description><subject>Academic Achievement</subject><subject>Addictions</subject><subject>Addictive behaviors</subject><subject>Computer & video games</subject><subject>Computer Simulation</subject><subject>Decision making</subject><subject>Depression (Psychology)</subject><subject>Economic Status</subject><subject>Environment</subject><subject>Games</subject><subject>Internet</subject><subject>Life Satisfaction</subject><subject>Loneliness</subject><subject>Mediation</subject><subject>Mental disorders</subject><subject>Mental health</subject><subject>Motivation</subject><subject>Online advertising</subject><subject>Predictor Variables</subject><subject>Prevention</subject><subject>Resistance (Psychology)</subject><subject>Role Playing</subject><subject>Self Efficacy</subject><subject>Social exclusion</subject><subject>Social interaction</subject><subject>Social Isolation</subject><subject>Social Mobility</subject><subject>Social Psychology</subject><subject>Studies</subject><subject>Video Games</subject><issn>1066-2243</issn><issn>2054-5657</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2019</creationdate><recordtype>article</recordtype><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><sourceid>GUQSH</sourceid><sourceid>M2O</sourceid><recordid>eNotkE1LxDAQhoMouK7-AG8FrxudSdImPcrix8KCsOg5pEm6dOkmNWkP--_dqqeB4XlfZh5C7hEeEUE9bcK4o4CUASoKwOCCLBiUgpZVKS_JAqGqKGOCX5ObnA8AgHUtFmS3jcH3XfA5r4rk91NvxphORRvtdN50YfSJDj7lGExf2Hgc_OiD9avCBFfEMEeLvTn6wjjX2bGL4ZZctabP_u5_LsnX68vn-p1uP9426-cttUzykTqBTYmeN5arlqFh1gkHxnJjUIrK1K5qpGqtaEEqX4EVjURRG9HUjklV8yV5-OsdUvyefB71IU7pfGbW7Pw6Q1X-UvhH2RRzTr7VQ-qOJp00gp7V6VmdBtSzOj2r4z_2d2Ki</recordid><startdate>20190401</startdate><enddate>20190401</enddate><creator>Lee, Ji-yeon</creator><creator>Ko, Dong Woo</creator><creator>Lee, Hyemin</creator><general>Emerald Group Publishing Limited</general><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>0U~</scope><scope>1-H</scope><scope>7SC</scope><scope>7WY</scope><scope>7WZ</scope><scope>7XB</scope><scope>8FD</scope><scope>8FE</scope><scope>8FG</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BEZIV</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>CJNVE</scope><scope>CNYFK</scope><scope>DWQXO</scope><scope>E3H</scope><scope>F2A</scope><scope>F~G</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K6~</scope><scope>K7-</scope><scope>L.-</scope><scope>L.0</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>M0C</scope><scope>M0N</scope><scope>M0P</scope><scope>M1O</scope><scope>M2O</scope><scope>MBDVC</scope><scope>P5Z</scope><scope>P62</scope><scope>PQBIZ</scope><scope>PQEDU</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>Q9U</scope></search><sort><creationdate>20190401</creationdate><title>Loneliness, regulatory focus, inter-personal competence, and online game addiction</title><author>Lee, Ji-yeon ; Ko, Dong Woo ; Lee, Hyemin</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c273t-d41b51e3bc38f21a2cd4d0ac3aa1746a9d6b78fc4f078e60c4b7149a4b9d27893</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2019</creationdate><topic>Academic Achievement</topic><topic>Addictions</topic><topic>Addictive behaviors</topic><topic>Computer & video games</topic><topic>Computer Simulation</topic><topic>Decision making</topic><topic>Depression (Psychology)</topic><topic>Economic Status</topic><topic>Environment</topic><topic>Games</topic><topic>Internet</topic><topic>Life Satisfaction</topic><topic>Loneliness</topic><topic>Mediation</topic><topic>Mental disorders</topic><topic>Mental health</topic><topic>Motivation</topic><topic>Online advertising</topic><topic>Predictor Variables</topic><topic>Prevention</topic><topic>Resistance (Psychology)</topic><topic>Role Playing</topic><topic>Self Efficacy</topic><topic>Social exclusion</topic><topic>Social interaction</topic><topic>Social Isolation</topic><topic>Social Mobility</topic><topic>Social Psychology</topic><topic>Studies</topic><topic>Video Games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Lee, Ji-yeon</creatorcontrib><creatorcontrib>Ko, Dong Woo</creatorcontrib><creatorcontrib>Lee, Hyemin</creatorcontrib><collection>CrossRef</collection><collection>ProQuest Social Sciences Premium Collection</collection><collection>Global News & ABI/Inform Professional</collection><collection>Trade PRO</collection><collection>Computer and Information Systems Abstracts</collection><collection>Access via ABI/INFORM (ProQuest)</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Technology Research Database</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Social Science Premium Collection</collection><collection>Advanced Technologies & Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Business Premium Collection</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>Education Collection</collection><collection>Library & Information Science Collection</collection><collection>ProQuest Central Korea</collection><collection>Library & Information Sciences Abstracts (LISA)</collection><collection>Library & Information Science Abstracts (LISA)</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Computer Science Collection</collection><collection>ProQuest Business Collection</collection><collection>Computer Science Database</collection><collection>ABI/INFORM Professional Advanced</collection><collection>ABI/INFORM Professional Standard</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>ABI/INFORM Global</collection><collection>Computing Database</collection><collection>Education Database</collection><collection>Library Science Database</collection><collection>Research Library</collection><collection>Research Library (Corporate)</collection><collection>Advanced Technologies & Aerospace Database</collection><collection>ProQuest Advanced Technologies & Aerospace Collection</collection><collection>ProQuest One Business</collection><collection>ProQuest One Education</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central Basic</collection><jtitle>Internet research</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Lee, Ji-yeon</au><au>Ko, Dong Woo</au><au>Lee, Hyemin</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model</atitle><jtitle>Internet research</jtitle><date>2019-04-01</date><risdate>2019</risdate><volume>29</volume><issue>2</issue><spage>381</spage><epage>394</epage><pages>381-394</pages><issn>1066-2243</issn><eissn>2054-5657</eissn><abstract>PurposeThe purpose of this paper is to investigate the predictors of game addiction based on loneliness, motivation and inter-personal competence using the samples of college students recruited from South Korea (n=251).Design/methodology/approachThe authors examined the underlying mechanism of game addiction by testing a moderated mediation model, in which inter-personal competence moderated the mediation model of loneliness, regulatory focus and online game addiction. First, the authors clarified the relationship among loneliness, motivation and inter-personal competence, to understand the influences of loneliness on other variables in this study (mediation test). Second, the authors examined the underlying mechanism of game addiction by testing a moderated mediation model, in which inter-personal competence moderated the mediation model of loneliness, regulatory focus and online game addiction (moderated mediation).FindingsRegulatory focus mediated the effect of loneliness on online game addiction. Moderated mediation analyses using PROCESS confirmed that inter-personal competence significantly buffered the indirect effect of loneliness (through regulatory focus) on online game addiction. The findings indicated that inter-personal competence accounted for significant differences in the mediation models.Originality/valueThis study bridges the gap in the online game addiction literature by explaining how loneliness is associated with online game addiction.</abstract><cop>Bradford</cop><pub>Emerald Group Publishing Limited</pub><doi>10.1108/IntR-01-2018-0020</doi><tpages>14</tpages></addata></record> |
fulltext | fulltext |
identifier | ISSN: 1066-2243 |
ispartof | Internet research, 2019-04, Vol.29 (2), p.381-394 |
issn | 1066-2243 2054-5657 |
language | eng |
recordid | cdi_proquest_journals_2205218589 |
source | Emerald Complete Journals |
subjects | Academic Achievement Addictions Addictive behaviors Computer & video games Computer Simulation Decision making Depression (Psychology) Economic Status Environment Games Internet Life Satisfaction Loneliness Mediation Mental disorders Mental health Motivation Online advertising Predictor Variables Prevention Resistance (Psychology) Role Playing Self Efficacy Social exclusion Social interaction Social Isolation Social Mobility Social Psychology Studies Video Games |
title | Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-24T17%3A47%3A51IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Loneliness,%20regulatory%20focus,%20inter-personal%20competence,%20and%20online%20game%20addiction:%20A%20moderated%20mediation%20model&rft.jtitle=Internet%20research&rft.au=Lee,%20Ji-yeon&rft.date=2019-04-01&rft.volume=29&rft.issue=2&rft.spage=381&rft.epage=394&rft.pages=381-394&rft.issn=1066-2243&rft.eissn=2054-5657&rft_id=info:doi/10.1108/IntR-01-2018-0020&rft_dat=%3Cproquest_cross%3E2205218589%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2205218589&rft_id=info:pmid/&rfr_iscdi=true |