This study explored the self-regulation of recreational video game playing by college age video game players of varying expertise levels. A sequential explanatory mixed methods research design (QUAN→qual) was used. In the quantitative phase of the study, participants were asked to complete the Video Game Playing Survey (VGPS) comprised of three sections: a) General Information, which addressed general video gaming habits and expertise levels; b) How You Play Your Video Games, which used the Playing My Video Game Scale (PMyVGS) to measure self-regulation in video game playing; and c) About Yourself, which collected demographic information of the participant. To classify participants into expertise levels, hierarchical and then k-means clus...
Background. Given the widespread popularity of video gameplay among adolescents, it is important to ...
International audienceWe examined the relationship between Big Five personality and narcissistic tra...
This study aims to determine the relationship between self-regulated learning and online game addict...
This study explored the self-regulation of recreational video game playing by college age video game...
This study examined differences in self-regulation among college-age expert, moderately expert, and ...
Self-regulated learning (SRL) is when students proactively optimize their learning. Ingrained within...
The purpose of this study is to extend the work on video gamers by better understanding some of the ...
Self-determination theory states that motivation plays an important role in initiating, developing a...
This study measured the effects of playing commercial video games on the development of the desirabl...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
This study investigated the display of “expert ” behavior by outstanding video game–playing children...
The present thesis examined the psychological mechanisms of excessive involvement in video games. Th...
Research has shown that a small but significant minority of video game players play excessively. Exc...
Video-game play (particularly “action” video-games) holds exciting promise as an activity that may...
Digital game play is a common pastime among college students and monopolizes a great deal of time fo...
Background. Given the widespread popularity of video gameplay among adolescents, it is important to ...
International audienceWe examined the relationship between Big Five personality and narcissistic tra...
This study aims to determine the relationship between self-regulated learning and online game addict...
This study explored the self-regulation of recreational video game playing by college age video game...
This study examined differences in self-regulation among college-age expert, moderately expert, and ...
Self-regulated learning (SRL) is when students proactively optimize their learning. Ingrained within...
The purpose of this study is to extend the work on video gamers by better understanding some of the ...
Self-determination theory states that motivation plays an important role in initiating, developing a...
This study measured the effects of playing commercial video games on the development of the desirabl...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
This study investigated the display of “expert ” behavior by outstanding video game–playing children...
The present thesis examined the psychological mechanisms of excessive involvement in video games. Th...
Research has shown that a small but significant minority of video game players play excessively. Exc...
Video-game play (particularly “action” video-games) holds exciting promise as an activity that may...
Digital game play is a common pastime among college students and monopolizes a great deal of time fo...
Background. Given the widespread popularity of video gameplay among adolescents, it is important to ...
International audienceWe examined the relationship between Big Five personality and narcissistic tra...
This study aims to determine the relationship between self-regulated learning and online game addict...