This study has a purpose to investigate the adoption of online games technologies among adolescents and their behavior in playing online games. The findings showed that half of them had experience ten months or less in playing online games with ten hours or less for each time playing per week. Nearly fifty-four percent played up to five times each week where sixty-six percent played two hours or less. Behavioral Intention has significant correlation to model variables naming Perceived Enjoyment, Flow Experience, Performance Expectancy, Effort Expectancy, Social Influence, and Facilitating Conditions; Experience; and the number and duration of game sessions. The last, Performance Expectancy and Facilitating Condition had a positive, medi...
This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the ...
This study examined the correlation of individual and behavioral factors and factors related to use...
Teenagers give a change that is influenced from various activities conducted outside the family envi...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
This study examines influences on an individual’s intentions to use online game technologies. Data w...
Playing online computer games is a common leisure activity for adolescents. The aim of this study wa...
This study aims to examine the linkages between students' multi-dimensional experiential motives and...
Purpose: Information technology is associated with psychological and physical risks such as high str...
The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the...
A study is presented that compared the online learning activities and learning style preferences of ...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
Background Gaming disorder is one of the mental disorders when someone does his spare time activi...
Internet technology has been growing and become one of the options for people to interact with other...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Online game is one of the most popular leisure activity for adolescents. Playing it excessive...
This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the ...
This study examined the correlation of individual and behavioral factors and factors related to use...
Teenagers give a change that is influenced from various activities conducted outside the family envi...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
This study examines influences on an individual’s intentions to use online game technologies. Data w...
Playing online computer games is a common leisure activity for adolescents. The aim of this study wa...
This study aims to examine the linkages between students' multi-dimensional experiential motives and...
Purpose: Information technology is associated with psychological and physical risks such as high str...
The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the...
A study is presented that compared the online learning activities and learning style preferences of ...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
Background Gaming disorder is one of the mental disorders when someone does his spare time activi...
Internet technology has been growing and become one of the options for people to interact with other...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Online game is one of the most popular leisure activity for adolescents. Playing it excessive...
This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the ...
This study examined the correlation of individual and behavioral factors and factors related to use...
Teenagers give a change that is influenced from various activities conducted outside the family envi...