Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games
•We examined the effects of self-traits and motivations on flow and addiction.•Self-control most significantly affected both users’ flow and addiction.•Pastime and self-presence exhibited significant associations with flow and addiction.•The amount of time spent using media was significantly related...
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Veröffentlicht in: | Computers in human behavior 2013-11, Vol.29 (6), p.2416-2424 |
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creator | Khang, Hyoungkoo Kim, Jung Kyu Kim, Yeojin |
description | •We examined the effects of self-traits and motivations on flow and addiction.•Self-control most significantly affected both users’ flow and addiction.•Pastime and self-presence exhibited significant associations with flow and addiction.•The amount of time spent using media was significantly related to the flow and addiction.
In the context of a new paradigm of the media environment, this study aimed to explore levels of media consumption, self-traits and individual motivations as antecedents of media flow and addiction. Focusing specifically on the use of three prominent digital media forms—the Internet, video games, and mobile phones—this study identified four psychological factors—self-esteem, self-efficacy, self-control and dispositional media use motives—and examined the influence of each on media users’ experiences of flow and levels of addiction for each of the mediums considered. The results indicated that self-control most significantly affected both users’ flow and addiction in relation to their use of the Internet, video games, and mobile phones. In addition, two dimensions of dispositional media use motives, namely pastime and self-presence, exhibited significant associations with flow and addiction for users’ consumption of two or all three media types. As expected, the amount of time spent using media was significantly related to the flow and addiction associated with all digital media usage. |
doi_str_mv | 10.1016/j.chb.2013.05.027 |
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In the context of a new paradigm of the media environment, this study aimed to explore levels of media consumption, self-traits and individual motivations as antecedents of media flow and addiction. Focusing specifically on the use of three prominent digital media forms—the Internet, video games, and mobile phones—this study identified four psychological factors—self-esteem, self-efficacy, self-control and dispositional media use motives—and examined the influence of each on media users’ experiences of flow and levels of addiction for each of the mediums considered. The results indicated that self-control most significantly affected both users’ flow and addiction in relation to their use of the Internet, video games, and mobile phones. In addition, two dimensions of dispositional media use motives, namely pastime and self-presence, exhibited significant associations with flow and addiction for users’ consumption of two or all three media types. As expected, the amount of time spent using media was significantly related to the flow and addiction associated with all digital media usage.</description><identifier>ISSN: 0747-5632</identifier><identifier>EISSN: 1873-7692</identifier><identifier>DOI: 10.1016/j.chb.2013.05.027</identifier><language>eng</language><publisher>Elsevier Ltd</publisher><subject>Addiction ; Cell phones ; Digital media ; Electronic & video games ; Flow ; Focusing ; Human behavior ; Internet ; Media ; Motivations ; Self-traits ; Two dimensional</subject><ispartof>Computers in human behavior, 2013-11, Vol.29 (6), p.2416-2424</ispartof><rights>2013 Elsevier Ltd</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c363t-aa2ec716afe108c21dd925d931d7236c5b389c600f4b3c9df632ca2f4f2e75893</citedby><cites>FETCH-LOGICAL-c363t-aa2ec716afe108c21dd925d931d7236c5b389c600f4b3c9df632ca2f4f2e75893</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://dx.doi.org/10.1016/j.chb.2013.05.027$$EHTML$$P50$$Gelsevier$$H</linktohtml><link.rule.ids>314,780,784,3548,27922,27923,45993</link.rule.ids></links><search><creatorcontrib>Khang, Hyoungkoo</creatorcontrib><creatorcontrib>Kim, Jung Kyu</creatorcontrib><creatorcontrib>Kim, Yeojin</creatorcontrib><title>Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games</title><title>Computers in human behavior</title><description>•We examined the effects of self-traits and motivations on flow and addiction.•Self-control most significantly affected both users’ flow and addiction.•Pastime and self-presence exhibited significant associations with flow and addiction.•The amount of time spent using media was significantly related to the flow and addiction.
In the context of a new paradigm of the media environment, this study aimed to explore levels of media consumption, self-traits and individual motivations as antecedents of media flow and addiction. Focusing specifically on the use of three prominent digital media forms—the Internet, video games, and mobile phones—this study identified four psychological factors—self-esteem, self-efficacy, self-control and dispositional media use motives—and examined the influence of each on media users’ experiences of flow and levels of addiction for each of the mediums considered. The results indicated that self-control most significantly affected both users’ flow and addiction in relation to their use of the Internet, video games, and mobile phones. In addition, two dimensions of dispositional media use motives, namely pastime and self-presence, exhibited significant associations with flow and addiction for users’ consumption of two or all three media types. As expected, the amount of time spent using media was significantly related to the flow and addiction associated with all digital media usage.</description><subject>Addiction</subject><subject>Cell phones</subject><subject>Digital media</subject><subject>Electronic & video games</subject><subject>Flow</subject><subject>Focusing</subject><subject>Human behavior</subject><subject>Internet</subject><subject>Media</subject><subject>Motivations</subject><subject>Self-traits</subject><subject>Two dimensional</subject><issn>0747-5632</issn><issn>1873-7692</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2013</creationdate><recordtype>article</recordtype><recordid>eNqFkU9vEzEQxS1EJULLB-DmI4fuMrbXdhZOqOJPpUoc2p4txx43jnbXwXaDkPjwOAlnOI1m5v2eNPMIecugZ8DU-13vtpueAxM9yB64fkFWbK1Fp9XIX5IV6EF3Ugn-irwuZQcAUoJakd_3OIWuZhtroXbxdE41HmyNaWn9cVTRocelrVOgPj7Faic6o4-Whin9PEHW--iOzAf6sEV626C8YL1ubps4Id1v04Ll-qQ9RI-JPtkZyxW5CHYq-OZvvSSPXz4_3Hzr7r5_vb35dNc5oUTtrOXoNFM2IIO148z7kUs_CuY1F8rJjViPTgGEYSPc6EM701kehsBRy_UoLsm7s-8-px_PWKqZY3E4TXbB9FwMk5KB0ozr_0sHNUgFgqsmZWepy6mUjMHsc5xt_mUYmGMoZmdaKOYYigFp4GT_8cxgO_cQMZviIi7twzGjq8an-A_6D3xSlTI</recordid><startdate>20131101</startdate><enddate>20131101</enddate><creator>Khang, Hyoungkoo</creator><creator>Kim, Jung Kyu</creator><creator>Kim, Yeojin</creator><general>Elsevier Ltd</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>7SP</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>20131101</creationdate><title>Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games</title><author>Khang, Hyoungkoo ; Kim, Jung Kyu ; Kim, Yeojin</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c363t-aa2ec716afe108c21dd925d931d7236c5b389c600f4b3c9df632ca2f4f2e75893</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2013</creationdate><topic>Addiction</topic><topic>Cell phones</topic><topic>Digital media</topic><topic>Electronic & video games</topic><topic>Flow</topic><topic>Focusing</topic><topic>Human behavior</topic><topic>Internet</topic><topic>Media</topic><topic>Motivations</topic><topic>Self-traits</topic><topic>Two dimensional</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Khang, Hyoungkoo</creatorcontrib><creatorcontrib>Kim, Jung Kyu</creatorcontrib><creatorcontrib>Kim, Yeojin</creatorcontrib><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Electronics & Communications Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>Computers in human behavior</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Khang, Hyoungkoo</au><au>Kim, Jung Kyu</au><au>Kim, Yeojin</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games</atitle><jtitle>Computers in human behavior</jtitle><date>2013-11-01</date><risdate>2013</risdate><volume>29</volume><issue>6</issue><spage>2416</spage><epage>2424</epage><pages>2416-2424</pages><issn>0747-5632</issn><eissn>1873-7692</eissn><abstract>•We examined the effects of self-traits and motivations on flow and addiction.•Self-control most significantly affected both users’ flow and addiction.•Pastime and self-presence exhibited significant associations with flow and addiction.•The amount of time spent using media was significantly related to the flow and addiction.
In the context of a new paradigm of the media environment, this study aimed to explore levels of media consumption, self-traits and individual motivations as antecedents of media flow and addiction. Focusing specifically on the use of three prominent digital media forms—the Internet, video games, and mobile phones—this study identified four psychological factors—self-esteem, self-efficacy, self-control and dispositional media use motives—and examined the influence of each on media users’ experiences of flow and levels of addiction for each of the mediums considered. The results indicated that self-control most significantly affected both users’ flow and addiction in relation to their use of the Internet, video games, and mobile phones. In addition, two dimensions of dispositional media use motives, namely pastime and self-presence, exhibited significant associations with flow and addiction for users’ consumption of two or all three media types. As expected, the amount of time spent using media was significantly related to the flow and addiction associated with all digital media usage.</abstract><pub>Elsevier Ltd</pub><doi>10.1016/j.chb.2013.05.027</doi><tpages>9</tpages></addata></record> |
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source | Elsevier ScienceDirect Journals Complete |
subjects | Addiction Cell phones Digital media Electronic & video games Flow Focusing Human behavior Internet Media Motivations Self-traits Two dimensional |
title | Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games |
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