2016
DOI: 10.1177/0044118x16662734
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A Study of the Gender Traits of Upper Grade Students Toward Cultural Code, Motivation, and Level of Involvement in Online Games in Taiwanese Primary Schools

Abstract: The purpose of this study is to investigate whether gender traits have any influence on the awareness of cultural codes, the motivation of playing online games, and the degrees of commitment for primary school upper graders. Of 390 students surveyed in Taiwan, a total of 364 questionnaires were returned with 356 being considered valid. The main study findings were summarized as follows: (a) Masculine trait has positive and significant effect on cultural codes, which supports and confirms the mediator role of c… Show more

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Cited by 3 publications
(2 citation statements)
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“…Lai and Yang (2015) defined ''game immersion'' as an emotional involvement or cognitive engagement that the totally concentrated player has in a game. Cheng and Hsu (2016) attested to a highly positive correlation between a player's motivation and her or his involvement level, suggesting the more motivated a person is, the higher level of involvement she or he would exhibit. Hamari et al (2016) posited that both challenge and familiarity with the game itself bring positive influence over game immersion.…”
Section: Flow Theory and Involvementmentioning
confidence: 99%
“…Lai and Yang (2015) defined ''game immersion'' as an emotional involvement or cognitive engagement that the totally concentrated player has in a game. Cheng and Hsu (2016) attested to a highly positive correlation between a player's motivation and her or his involvement level, suggesting the more motivated a person is, the higher level of involvement she or he would exhibit. Hamari et al (2016) posited that both challenge and familiarity with the game itself bring positive influence over game immersion.…”
Section: Flow Theory and Involvementmentioning
confidence: 99%
“…Another risk that ICT and the Internet pose for children is addiction. Academic literature investigates the matter under various categories such as video game addiction [36][37][38][39][40][41][42][43][44], Internet addiction [45][46][47][48], social media addiction [49][50][51][52][53][54][55], and screen addiction [56][57][58][59][60][61]. There are many other threats targeting children and teenagers in the cyber world, which involve concepts such as nomophobia, Fear of missing out (FOMO), like-addiction, Facebook depression, crackberry, phubbing, photolurking, stalking, cyberchondria, and Hikikomori to name a few.…”
Section: Digital Parenting Lifelong Learning and Sustainability In mentioning
confidence: 99%