Gratification, Loneliness, Leisure Boredom, and Self-Esteem as Predictors of SNS-Game Addiction and Usage Pattern Among Chinese College Students

Author:

Zhou Selina Xingyuan1,Leung Louis1

Affiliation:

1. The Chinese University of Hong Kong, Hong Kong

Abstract

This study investigated the relationships between perceived social network sites (SNS)-game addiction and gratifications, loneliness, leisure boredom, self-esteem, and usage of SNS-games. Data were gathered from a sample of 342 college students aged 18 to 22 in mainland China. Factor analysis yielded a three-factor gratifications structure (achievement, inclusion, and entertainment) based on the 11 motives for playing an SNS game obtained in a focus group. As hypothesized, loneliness and leisure boredom were found to be significant predictors of the level of SNS-game use and likelihood of addiction. SNS-game addicts tended to be male, lonely, often leisurely bored, and motivated by winning virtual money and gaining a sense of achievement. However, self-esteem was not a significant predictor. Implications for university administrators and suggestions for future research were discussed.

Publisher

IGI Global

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