We applied uses and gratifications (U & G) theory to investigate how and why people satisfy their needs through playing games online. In this study, conducted with a group of young people aged from 11 to 18 years, we examined the relationships among the psychological traits of self-esteem and self-concept, their interpersonal relationships, and playing a Facebook game called Happy Farm. The results support the assumption in U & G theory that if a specific medium fulfills the expected gratifications initially sought, then individuals will have greater motivation to continue to use the medium. Male players had a significantly greater need for friendship than did females. We also found a positive association among use intensity, self-esteem, self-concept, and interpersonal relationships. Finally, the results showed that recreational motivation, recreational gratification, peer relationships, and caring are all strong predictors of adolescents' usage intensity.
Using canonical correlation analysis (CCA), we investigated multivariate relationships among achievement goals, willingness to report academic dishonesty (AD), reasons for engaging in AD, and engagement in various AD behaviors. The sample included 431 Taiwanese university students. The CCA showed that, compared to others, students with a mastery approach or a performance approach/avoidance and greater willingness to report peers' AD were less likely to report feeling incompetent as a reason for engaging in AD, but were more likely to report that they engaged in AD because of self-promotion and self-interest. The CCA also showed that students who had less of a mastery approach and greater tolerance of AD tended to engage in various types of AD.
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