[[abstract]]This study provides insight into the relationship between leisure motivation and leisure satisfaction with wireless service among teenage online gamers. A systematic sampling produced 134 usable questionnaires for the final data analysis. Findings revealed that teenagers playing online games with wireless service for intellectual motivations report educational leisure satisfaction. With wireless service, online game players with social motivations report educational, social and relaxation leisure satisfaction. Players with stimulus-avoidance motivation report greater psychological, educational, relaxation, physiological and aesthetic leisure satisfaction. Finally, this work discusses implications for leisure practice and further...
This research investigates factors influencing the willingness to pay for and consume mobile-online ...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
[[abstract]]Video games have developed for 40 years. With progressing of hardware and diversifing of...
This study aims to examine the motivational factors that direct individuals to computer games in the...
[[abstract]]Increasing evidence indicates adolescents are likely to occupy their leisure time with o...
[[abstract]]This research attempts to explore college students’ behaviors, attitudes and perceptions...
[[abstract]]The DFC Intelligence predicts worldwide online game revenues will reach $9.8 billion by ...
Online games use multimedia that is made as attractive as possible so that players get batik satisfa...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
This study is focused on achievement motivation of computer games players in adolescence. A total of...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
The concept of recreation with its dynamic structure and the elements of recreational needs were hea...
Internet technology has been growing and become one of the options for people to interact with other...
This study examined the motivation of young people in internet gaming using the dualistic model of p...
xiii ABSTRACT The Influence of Motivation, Behavior Control, and Image Congruence Toward Consumer In...
This research investigates factors influencing the willingness to pay for and consume mobile-online ...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
[[abstract]]Video games have developed for 40 years. With progressing of hardware and diversifing of...
This study aims to examine the motivational factors that direct individuals to computer games in the...
[[abstract]]Increasing evidence indicates adolescents are likely to occupy their leisure time with o...
[[abstract]]This research attempts to explore college students’ behaviors, attitudes and perceptions...
[[abstract]]The DFC Intelligence predicts worldwide online game revenues will reach $9.8 billion by ...
Online games use multimedia that is made as attractive as possible so that players get batik satisfa...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
This study is focused on achievement motivation of computer games players in adolescence. A total of...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
The concept of recreation with its dynamic structure and the elements of recreational needs were hea...
Internet technology has been growing and become one of the options for people to interact with other...
This study examined the motivation of young people in internet gaming using the dualistic model of p...
xiii ABSTRACT The Influence of Motivation, Behavior Control, and Image Congruence Toward Consumer In...
This research investigates factors influencing the willingness to pay for and consume mobile-online ...
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal an...
[[abstract]]Video games have developed for 40 years. With progressing of hardware and diversifing of...