A Socio-Cognitive Model of Video Game Usage
By Doohwang Lee, Robert LaRose. 2007
142 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Information Systems, Information Systems and Management
View Paper: https://www.semanticscholar.org/paper/6cc19e76e01f1008cdd87c3668399daae1b4e070
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- James M. Boyle
- Michael Scharkow
- Azita Iliya Abdul Jabbar
- Patrick Felicia
In Information Systems and Management
Citations in the corpus
- Engagement in digital entertainment games: A systematic review (2012, background): “Lee and LaRose also highlighted the importance of self-regulatory mechanisms in controlling game usage. They modelled computer gaming habits and usage of 388 college undergraduates and found that players’ self-reactive outcome expectations were positively linked to deficient self-regulation of game ”
- The role of psychology in understanding the impact of computer games (2011, background): “Lee and LaRose [14] found that playing games for negative reasons such as relieving boredom, reducing loneliness, passing the time or providing an escape can lead to players losing control over their ability to regulate the amount of time they spend playing games.”
- Gameplay Engagement and Learning in Game-Based Learning (2015, unknown): “These elements and attributes include motivation to play (Koo, 2009; Lee & LaRose, 2007; Yee, 2006), players’ characteristics (Sell, Lillie, & Taylor, 2008), the personalities of the players (Teng, 2008), players’ genders (Chou & Tsai, 2007), players’ ages (Eglesz, Fekete, Kiss, & Izso, 2005), game…”
- Problematic computer game use among adolescents, younger and older adults. (2013, background): “Second, the socio-cognitive framework, according to which flow experience increases habit strength which, in turn, leads to increased playing time [18,19], does not fully explain problematic gaming, gambling or other media-related”